Descubre juegos de mesa disponibles en México a través de tiendas y la comunidad
Mostrando 24 de 136 juegos
%2Fpic5674430.png&w=3840&q=75)
From clucking chickens to rumbling tractors, the sounds of a bustling farm are everywhere. It's up to your team of planners to turn this little farm into a flourishing ranching community! Having developed dream cities in Sprawlopolis, it's now time to set your sights on the rolling countryside, where farm, ranches, and roads intermingle master plan, as ever, seems just out of reach. Agropolis is a stand-alone expansion to Sprawlopolis, bringing the same card-laying, variable-scoring gameplay into a new setting: city blocks give way to orchards, wheat fields, livestock pens, and vineyards. As before, players draw three goal cards and then attempt to place cards one at a time to create a rural tableau that best satisfies those goals. New gameplay features help offset overly-powerful scoring combos and layer additional attributes onto certain types of terrain, providing even greater depth of gameplay without sacrificing the original's signature elegance. Agropolis can be played entirely on its own, but it can also combined with Sprawlopolis using special rules and goal cards provided in the Combopolis mini-expansion.
%2Fpic6946121.png&w=3840&q=75)
Ahoy is a lightly asymmetrical game where two to four players take the roles of swashbucklers and soldiers seeking Fame on the high seas. One player controls the Bluefin Squadron, a company of sharks and their toothy friends, who patrol these waters and keep order with shot and sword. Another player controls the Mollusk Union, an alliance of undersea creatures and their comrades-in-arms, who fight to reclaim their ancestral home. In games with more people, some players control Smugglers, maverick captains who run blockades to smuggle luxuries and essentials, delivering them to those with the most need—or the most coin. Explore the seas. As you play, you’ll make a unique map full of treasure troves, dangerous wreckage, and mighty sea currents, using deluxe double-layer region tiles. Featuring development from the same team that brought you Root and Oath, Ahoy offers deep, interactive gameplay in a fast-playing and easy-to-learn design with a colorful setting brought to life by Kyle Ferrin's gorgeous illustrations.
%2Fpic4893652.jpg&w=3840&q=75)
Granada, 1278. At the foot of the Sierra Nevada mountains, one of the most exciting and interesting project of the Spanish Middle Ages begins: the construction of the ALHAMBRA. The best master builders in the whole of Europe and Arabia want to demonstrate their skill. Employ the most suitable teams of builders and make sure that you always have enough of the right currency. Because no matter whether they are stonemasons from the north or horticulturalists from the south, they all want a proper wage and insist on their "native" currency. With their help towers can be constructed, gardens laid out, pavilions and arcades erected and seraglios and chambers built. In Alhambra, players are acquiring buildings to be placed within their Alhambra complex. The money in Alhambra comes in four different currencies and is available in the open money market. The 54 buildings of six types become available for purchase in the building market four at a time; one building is available in each of the four different currencies. On a player's turn, a player may 1) take money from the open money market, 2) purchase a building from the building market and either place it in his Alhambra or reserve, or 3) engage in construction and re-construction projects with buildings that have been placed in the player's Alhambra or reserve. The game rewards efficiency, as when a player purchases a building from the market for the exact amount of money, the player may take another turn. Players with the most buildings in each of the six building types in his Alhambra score in each of the scoring phases, and points are awarded for players' longest external "wall" section within their complex. The game ends when the building market can no longer be replenished from the building tile supply, and there is a final scoring, whereupon the player with the highest score wins. Integrates with: Alhambra: The Dice Game (a variant in which you can combine Alhambra buildings with Alhambra dice.)
%2Fpic7158090.jpg&w=3840&q=75)
The Red Palace is a standalone game set in the Alhambra Universe that provides a new style of gameplay and is designed specifically for more complexity in the base game. It features: The (3D wooden) buildings and walls are now separated. Guards as a new mechanic, which make choosing and constructing buildings more exciting and introduce new powerful extra actions that might bring you closer to victory! Each player constructs their own Alhambra by taking money cards and using these to purchase buildings of different types. Which buildings you can build are displayed on the building market. Unlike the base game of Alhambra, the buildings are not printed on the tiles, but instead players draw a tile and then a chip which tells them which of the wooden buildings is placed onto the tile. In each of the three scoring rounds, players will receive points if they have the most of each building type, as well as points for their longest connected wall segment. When buying a tile, players check for guard icons on the walls, placing one guard on each icon. The guards do two things: Guards standing on your longest wall give you bonus points during scoring. They can be discarded to do powerful extra actions during your turn. The game ends when the building market can no longer be replenished from the building tile supply, and there is a final scoring, whereupon the player with the highest score wins. Note: All existing expansions for Alhambra can be added to Red Palace. For the tile based expansions, if you have the Mega Box, you need the Deluxe Edition as it has the 50mm tiles instead of the standard 45mm ones.
%2Fpic6149144.jpg&w=3840&q=75)
You are “Go for Launch!” 1961. President Kennedy challenged the nation to land astronauts on the moon by the end of the decade. Now it’s up to you to walk in the footsteps of NASA’s pioneers and embark on the missions that made history - FOR ALL MANKIND in Apollo: A Game Inspired by NASA Moon Missions, play as Mission Control and Astronauts. Work together and strategize to complete flight stages, overcome obstacles, repair the spacecraft, and keep communication clear. It’s the team that determines if the mission succeeds or fails. One player takes on the role of Mission Control on Earth, while the other players are Astronauts up in the command module. Astronauts must guide their craft through multiple flight stages by maintaining their flight systems including life support, power, comms, and flight control by rolling dice and assigning them to their tasks. In addition, Astronauts are charged with completing experiments by rolling dice and assigning them to their experiment, but they don't have all the information that they need to complete them. Mission Control can spend tokens to relay key pieces of information to the Astronauts that they need to complete their tasks or to aid the Astronauts by providing bonuses to their dice or boosting systems. Mission Control also tracks the flight and experiment progress on the ground via a panel of sliders. Failure to maintain flight systems can cause disasters like comm failures preventing Mission Control and the Astronauts from talking to each other. Missions are based on real-life NASA missions and missions are won by completing varying numbers of flight stages and experiments based on the mission.
%2Fpic6389125.jpg&w=3840&q=75)
Welcome back to the palace of Sintra! King Manuel I has commissioned the best garden designers of Portugal to construct the most extraordinary garden for his wife, Queen Maria of Aragon. In Azul: Queen's Garden, players are tasked with arranging a magnificent garden for the King's lovely wife by arranging beautiful plants, trees, and ornamental features. Using an innovative drafting mechanism, the signature of the Azul series, players must carefully select colorful tiles to decorate their garden. Only the most incredible garden designers will flourish and win the Queen's blessing. —description from the publisher
%2Fpic6961607.png&w=3840&q=75)
The Japanese term "bonsai" means "planted in a pot". A bonsai is a living work of art, a perfect miniature plant, identical in all respects to its full-size simile, but several times smaller. In Bonsai, players take on the role of expert bonsai masters intent on growing their own bonsai. Whoever grows the best plant will be appointed to show their Bonsai at the Imperial gardens. On your turn, choose and perform one of these two actions: meditate or cultivate. If you meditate, choose one of the face up cards on the board and take it, along with any Bonsai tiles represented below the card you draw. If you cultivate, you can place in your Bonsai the tiles which are in your personal supply. You can place as many tiles as the total symbols depicted on your Seishi tile and any or all of your Growth cards. Each symbol will let you place one tile of the corresponding type. During the turn in which your bonsai matches or exceeds the requirements of a Goal tile that is still in the middle of the table (i.e., the Goal tile has not been claimed yet by any player), you must immediately choose whether you want to claim that tile or if you want to renounce it in order to try to achieve a harder Goal tile. When the last card from the deck is revealed, the game end is triggered. Each tile in your bonsai is worth a certain number of points. In the solo game you can try the Additional Scenarios that change some rules and goals, and eventually try to beat the Emperor Challenge. —description from the publisher
%2Fpic6514058.jpg&w=3840&q=75)
Your goal in Bot Factory is to gather projects and parts, then assemble bots, thereby fulfilling demand goals and improving the value of the bot you are making. Sandra, the factory manager from Kanban, is present here, moving to different departments and using the players' spaces. The game uses the same worker-placement mechanism from Kanban in which turn order is established by the workers' positions on the board. —description from the designer
%2Fpic3490053.jpg&w=3840&q=75)
Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870. It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game): 1) Build - Pay required resources and place an industry tile. 2) Network - Add a rail / canal link, expanding your network. 3) Develop - Increase the VP value of an industry. 4) Sell - Sell your cotton, manufactured goods and pottery. 5) Loan - Take a £30 loan and reduce your income. Brass: Birmingham also features a new sixth action: 6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)
%2Fpic8584959.jpg&w=3840&q=75)
In Camel Up, up to eight players bet on five racing camels, trying to suss out which ones will place first and second in a quick race around a pyramid. The earlier you place your bet, the more you can win — should you guess correctly, of course. Camels don't run neatly, however, sometimes landing on top of another one and being carried toward the finish line. Who's going to run when? That all depends on how the dice come out of the pyramid dice shaker, which releases one die at a time when players pause from their bets long enough to see who's actually moving! This 2018 edition of Camel Up features new artwork, a new game board design, a new pyramid design, engraved dice, and new game modes, including crazy rogue camels that start the race running in the opposite direction! You never know how a race will end!
%2Fpic7319375.jpg&w=3840&q=75)
Carcassonne basic game including 11 expansions! The game of the year from 2001 and 11 expansions are combined in this new Carcassonne BigBox - the perfect starter set for Carcassonne fans and anyone who wants to get to know the best-selling game in all its diversity. Now with a new cardboard inlay. It is perfect for sorting the included expansions more easily and finding them again quickly. The tiles of the new BigBox are still unchanged and compatible with the other games and expansions. You can combine all expansions and with over 180 tiles you can design your own combination of games as you like and experience endless fun. The included expansions: Inns & Cathedrals - These make cities and roads more valuable - but only if they are completed at the end of the game! Each player gains a large meeple to allow them to claim features quickly. Traders & Builders - Traders vie for goods in the cities, while builders allow players to take multiple turns and accelerate the construction of roads and cities. Pigs on a farm can increase a farmer's yield. The Abbot - The abbot likes to spend his day in the monastery, but he likes to pass the time in gardens in the countryside even more. The River - The river creates varied setups at the beginning of each game, and winds through the landscape in a beautiful blue course. The Flying Machine - Resourceful tinkerers have made their dreams of flight come true, and it's time to test their magnificent flying machines. How long the can fly, and they'll land, is still quite unpredictable. The Messengers - The Queen sends dispatches to her loyal subjects which, if used skillfully, can be the key to attaining wealth and prestige. The Ferries - There are many small lakes with ferries all around Carcassonne, giving travelers a great deal more variety. The Gold Mines - We've struck gold! it's a thrilling time, and everyone wants to secure the precious metals. However, you won't know how much each gold bar is worth until the end of the game. Mage & Witch - Magic spreads across the land! The mage causes cities and other features to flourish, while the witch can curse your opponents' favors. The Robbers - Robbers are on the prowl, ready to steal points from your high-scoring opponents. The Crop Circles - Mysterious circles appear in the fields, influencing the lives of knights and farmers in bizarre ways.
%2Fpic4397932.png&w=3840&q=75)
Queen Gimnax has ordered the reclamation of the northern lands. As a cartographer in her service, you are sent to map this territory, claiming it for the Kingdom of Nalos. Through official edicts, the queen announces which lands she prizes most, and you will increase your reputation by meeting her demands. But you are not alone in this wilderness. The Dragul contest your claims with their outposts, so you must draw your lines carefully to reduce their influence. Reclaim the greatest share of the queen’s desired lands and you will be declared the greatest cartographer in the kingdom. In Cartographers: A Roll Player Tale, players compete to earn the most reputation stars by the time four seasons have passed. Each season, players draw on their map sheets and earn reputation by carrying out the queen's edicts before the season is over. The player with the most reputation stars at the end of winter wins! —description from the publisher
%2Fpic6731829.jpg&w=3840&q=75)
Cat in the Box: Deluxe Edition is the quintessential quantum trick-taking card game for 2 - 5 cool cats, where your card’s color isn’t defined until you play it! Hypothesize how many tricks you will win, and record your bid. Place tokens on the community research board as you play your hand, and connect large groups of tokens to score even more points. Plan your tricks carefully as you cannot claim the color of a card with the same number that has already been declared. Doing so would be pawsitively catastrophic as you have just created a paradox! New Deluxe Edition features: Supports 2-5 players High quality geekbits-style plastic tokens Recessed player boards Recessed Center Research board Score pad And a custom plastic insert to keep Cat in the Box: Deluxe Edition tidy! —description from the publisher
%2Fpic4526596.jpg&w=3840&q=75)
The 2019 edition of Catan: Big Box contains the classic Catan board game, along with the expansion that allows up to six players to compete on the base game, the Catan Dice Game, the Frenemies scenario, the Helpers of Catan mini-expansion that gives each player a character with a bonus ability, the Corsica scenario (printed on paper), and the New York scenario (printed on paper).
%2Fpic5509104.jpg&w=3840&q=75)
Century: Golem Edition – An Endless World brings crystal traders face to face with primordial golems predating human existence. These golems are incredibly powerful and ever eager to assist. As the world continues to unfold itself to players, you will discover how endless the fun will be!
%2Fpic6481693.jpg&w=3840&q=75)
In Chabyrinthe, players try to help cats reach a sweet home. The map is a 4X4 maze grid, in a turn, a player must rotate a card and then take a card or rotate a card. If after these actions, a cat can reach a sweet home, the player takes the cat card. Each cat has a different value, at the end of the game, the player with the most cat points wins the game.
%2Fpic2220182.jpg&w=3840&q=75)
Cheating is forbidden? Not in this naughty game of cards – in fact, you'll probably have to cheat in order to win. In Mogel Motte you want to get rid of all the cards in your hand before anyone else. Each player starts the round with a hand of eight cards, with one player (the oldest) receiving the guard bug – which stays on the table throughout the game – and one card being turnd face-up to start a discard pile. The cards are numbered 1-5, with the majority of them having only numbers; some cards have special abilities that come into play when added to the discard pile or in a player's hand. On a turn, a player places one card from her hand onto the discard pile; that card must be numbered exactly one higher or lower than the card on top of the discard pile. (The numbers wrap, so a 1 can be played on a 5 and vice versa.) If a player can't play a card, she draws one from the deck and her turn ends. There's another way to rid yourself of cards, though: cheating! Throughout the round, you can make cards disappear by dropping them on the floor, hiding them up your sleeve and so on. You must keep your hand of cards above the table at all times, you can't vanish more than one card at once, and you can't rid yourself of your final card this way. The player with the guard bug – and only him! – can call out other players for cheating, and no one can cheat while the accusation is being resolved. If the accusation was false, the Guard must draw a card; otherwise the cheating player takes back the card she tried to lose, is given a card from the Guard's hand as additional punishment, and becomes the new Guard. Cheating is a necessity as the "Cheating Moth" cards can't be played onto the discard pile, but must be disappeared via cheating. (The Guard, however, can play these cards as the Guard is not allowed to cheat.) The action cards work as follows: Ant: After an ant is played, everyone but the active player must take a card from the draw pile. Cockroach: After a cockroach is played, everyone races to play an identically-numbered card on top of it. Only the fastest player gets to leave her card in place. Mosquito: After a mosquito is played, everyone but the active player must slap the pile of cards. Whoever is slowest receives a card from the hand of all other players. Spider: After playing this, give a non-Cheating Moth card from your hand to another player. When one player has no cards in hand, the round ends. All other players score 10 points for each Cheating Moth in hand, 5 points for each action card, and 1 point for each number card. After a number of rounds equal to the number of players, the game ends and the player with the lowest score wins.
%2Fpic3119514.jpg&w=3840&q=75)
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 their seventh building. Players then tally their points, and the player with the highest score wins. Players start the game with a number of building cards in their hand; buildings come in five colors, with the purple buildings typically having a special ability and the other colored 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. On a turn, a player earns two or more gold (or draws two building cards then discards one), then optionally constructs one building (or up to three if playing the architect this round). Buildings cost gold equal to the number of symbols on them, and each building is worth a certain number of points. In addition to points from buildings, at the end of the game a player scores bonus points for having eight buildings or buildings of all five colors. The 2016 edition of Citadels includes twenty-seven characters — eight from the original Citadels, ten from the Dark City expansion, and nine new ones — along with thirty unique building districts, and the rulebook includes six preset lists of characters and districts beyond the starter list, each crafted to encourage a different style and intensity of gameplay.
%2Fpic7301237.jpg&w=3840&q=75)
The fifth anniversary of Claim will be celebrated with a special limited Claim Anniversary Edition. In this edition the factions that where released in Claim and Claim 2 are re-illustrated by five different illustrators each with their own style. Next to these factions, the Anniversary Edition contains seven new factions; Automatons, Folk Singers, Griffins, Farmers, Racoons, Royals, Vikings. Also four new scenario cards (S18 - S21) are added to the package. —description from the publisher
%2Fpic5612161.png&w=3840&q=75)
In CODEX Naturalis, you must continue the work of the illuminating monk Tybor Kwelein, assembling the pages of a manuscript that lists the living species in primary forests. Can you put the pages together in the best order possible? And are you prepared to sacrifice a species to develop your manuscript? In the game, each player starts with a single card on the table, a card that shows some combination of the four possible resources in the middle of the card, in the corners of the card, or both. Players also have two resource cards and one gold card in hand, while two of each type of card are visible on the table. On a turn, you place a card from your hand overlapping the corners of one or more cards you already have in play. Your starting card has four overlappable corners, while resource and gold cards have only three. Resource cards have no cost to be played, and they often depict resource symbols in their corners. Gold cards deliver points when played, but they often have a resource requirement, e.g., three fungi or two plant/one animal/one insect, and you must have those resources visible in your manuscript at the time you play the gold card. You score points from this card immediately, with some cards having a fixed value and others a variable one depending on how many of a certain symbol are showing or how many corners you covered this turn. If you wish, you can play a card from your hand face down; such a card has four corners and one resource, but provides no points. After you play, draw a face-up card or the top card of either deck to refill your hand. When a player reaches 20 points, you complete the round, and each player takes one additional turn. Players then score points based on how well they matched two public objective cards and one secret objective card, after which the player with the most points wins.
%2Fpic7601611.png&w=3840&q=75)
In galaxies far, far away... powerful alien empires have always fought for the most prized resource of the universe: cows. Vie for control of these precious beings while trying to prevent your adversaries from discovering which planets are your favorite to abduct from. Bovine power and knowledge will make you the ruling empire of the cosmos! Compete to abduct more cows than your opponents. Explore new planets rich in cattle. Deduce your opponents’ coordinates to invade their secret planets and force them out. —Description from the Publisher GAME OVERVIEW Each player has a Secret Planet card in front of them which shows a numeric value and the amount of repeated cards in the deck. On your turn, take 1 of the following actions: Abduct: Declare a number (equal or lower than your Secret Planet) and gain that amount of Cows. Invade: Make invasion attempts against foes to try and guess their Secret Planet value. If successful, you gain their card and keep it for Bonus Cows at the end of the game. Explore: Draw a Planet card and optionally change your Secret Planet card to reduce the chance of getting invaded by your foes. The end of the game is triggered when the deck has no cards left or when a player reaches 120 Cows. Add Bonus Cows for endgame conditions that are met and whoever has the most Cows, wins!
%2Fpic5278075.png&w=3840&q=75)
Cosmic Frog is a game of collection, combat, and theft on a planetary scale. Each player controls a two-mile-tall, immortal, invulnerable frog-like creature that exists solely to gather terrain from the Shards of Aeth, the fragments of a long-ago shattered world. The First Ones seek to use the lands from the Shards to reconstruct the world of Aeth, and your frogs are their terrain harvesters. At the start of the game, your frogs descend from the Aether, the cosmic sea between the worlds, onto a terrain-rich Shard of Aeth. Once on the Shard, you harvest land and store it in your massive gullet. When your gullet is sufficiently full, you leap into the Aether and disgorge your gullet contents into your inter-dimensional vault for permanent storage, then return to the Shard to collect more land. Although your frogs' collective mission is to gather as much land as possible for the First Ones, your private goal is to prove yourself to be the greatest of their harvesters by delivering to them the most valuable vault. To do this, you have to fill your vault strategically in a manner that both maximizes linear sets of identical lands and maximizes the diversity of lands in your vault at the end of the game. Throughout the game, you're free to keep to yourself and focus on harvesting at your own pace...or you may attack other frogs and try to take lands directly from their gullets. You may even raid another frog's vault and steal the lands they have gathered if they have been knocked into the dreaded Outer Dimensions. As you are all immortal and invulnerable, no frog is ever wounded or killed — just irritated and inconvenienced. But don't ever get too comfortable with your carefully crafted plans as the Aether is a chaotic and unstable place. Waves of Aether Flux will prompt you to mutate, and you may have to change your strategy in accordance with your new powers. And Splinters of Aeth, tiny slivers of the old world that swirl madly about in the Aether, will periodically fall from their orbit and crash into the Shard, destroying large areas of terrain and blasting apart the very Shard itself! The game ends when the Shard is stripped of all harvestable land or when a Splinter shatters it. When the game ends, the player with the highest valued vault wins, and the frogs move to the next Shard to gather more land for the First Ones... —description from the publisher
%2Fpic5532617.jpg&w=3840&q=75)
Cross Clues is a cooperative party game about making connections between clues. Work together to fill in the grid of code words by giving single word clues that represent the crossing of two different code words in the grid. Consider your clues carefully and think as a team to fill in as much of the grid as possible! Thousands of different combinations guarantee endless fun! —description from the publisher
%2Fpic4465422.jpg&w=3840&q=75)
Each player embodies a personality in DANY's head and one player will secretly be DANY’s true personality. Each turn, the Active Personality will be awarded one of five Ideas he/she will have to make the other personalities guess using Memory cards (illustrated cards). Once the cards composition is made, and after some discussion between the players, the one to the right of the Active Personality gives the answer of his/her choice and success or failure is given to all players. A new tour begins with a new Active Personality. The game ends if there is: - 6 successes: secondary personalities win, - 3 failures or if the Memory draw pile is empty: the Final Twist takes place. Players must eliminate DANY in a vote. If DANY is eliminated, the secondary personalities win, otherwise DANY wins and finally gets to live with some peace of mind.