Set collection

Valley of the Pharaohs - Bookshelf Edition

(from publisher)
Egypt 1926. The Valley of the Pharaohs holds many secrets, but none so great as the Scepter of Amun-Ra. In this grand adventure you play a character tasked with collecting the legendary Scepter. As you make your way to the Valley of the Pharaohs you will face desert bandits, blinding sandstorms and the ill wishes of your fellow players. But safe haven and good fortune can be found within the oasis of the friendly Bedouin. If you’re feeling lucky you can spin the Wheel of Fate. Collect resources to overcome obstacles or lay obstacles to hinder your opponents. Roll doubles and you control the mummy, but beware no one masters the mummy for long. Valley of the Pharaohs comes packaged in an authentic wooden book-box and is played on a beautifully illustrated map of Egypt. Cast metal playing pieces, metal coins and individual character cards provide rich context and detail to this exciting game of fortune and peril.

Ticket to Ride: Europe

Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.

More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponents route to connect yours. The game also includes larger format cards and Train Station game pieces.

The overall goal remains the same, collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.

Part of the Ticket to Ride series.

Online Play

Xbox LIVE Arcade

Ticket to Ride

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 fulfill 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."

Ticket to Ride continues in the tradition of Days of Wonder's big format board games featuring high-quality illustrations and components including: an oversize board map of North America, 225 custom-molded train cars, 144 illustrated cards, and wooden scoring markers.

Since its introduction and numerous subsequent awards, Ticket to Ride has become the BoardGameGeek epitome of a "gateway game" -- simple enough to be taught in a few minutes, and with enough action and tension to keep new players involved and in the game for the duration.

Part of the Ticket to Ride series.

Re-implemented by:

Ticket to Ride: Europe
Ticket to Ride: Märklin
Ticket to Ride: Nordic Countries
Ticket to Ride: The Card Game
Zug um Zug: Deutschland

Ubongo

The board of this game consists of six rows. On each row, twelve gems (of several colors) are arranged. Each player places his pawn in front of one of those rows.

Each player receives a playing card on which a shape consisting of several squares is depicted. Each player also gets 12 tiles consisting of 2, 3, 4, or 5 squares in some shape. By means of a dice roll, each player is assigned three or four tiles that he has to use to fill the shape on his card.

The players try to solve their own "puzzle." The race is timed by a sand glass. The outcome of this race determines the play on the main playing board.

The player who was the first to solve his puzzle in time gets to move his pawn up to three rows, the player who came second may move two rows, and the player in third may move a single row. The players may collect two gems from the front of the row their pawn is on, so the more rows you can move, the more control you have on what color gems you can collect.

After collecting gems, each player receives a new playing card with a new puzzle to solve, and a new round starts. In total, nine rounds are played.

In the end, the player who has collected the most gems in a single color wins the game.

Re-implemented as:

Ubongo BMM
Ubongo extrem
Ubongo - Das Duell
Ubongo - 3D (2009)

Yahtzee

Yahtzee is a classic dice game played with 5 dice. Each player's turn consists of rolling the dice up to 3 times in hope of making 1 of 13 categories. Examples of categories are 3 of a kind, 4 of a kind, straight, full house, etc. Each player tries to fill in a score for each category, but this is not always possible. When all players have entered a score or a zero for all 13 categories, the game ends and total scores are compared.

The traditional (public domain) game Yacht predates the trademarked game, and has slightly different scoring.

There are four basic scoring difference between the tradition game Yacht and Yahtzee. They are: 1) Yacht has no Three of a Kind category, 2) there are no bonuses in Yacht, 3) there are no Joker rules in Yacht, and 4) the Full House category is scored as the sum of the dice. The other scoring rules are identical between the two games.

Travel versions of the game use a device that keeps the dice captured within cells of a plastic box and allows players to "lock" a particular die between rolls.