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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. Taking a unique role within the team, players must plan their strategy to mesh with their specialists' strengths in order to conquer the diseases. For example, the Operations Expert can build research stations which are needed to find cures for the diseases and which allow for greater mobility between cities; the Scientist needs only four cards of a particular disease to cure it instead of the normal five—but the diseases are spreading quickly and time is running out. If one or more diseases spreads beyond recovery or if too much time elapses, the players all lose. If they cure the four diseases, they all win! The 2013 edition of Pandemic includes two new characters—the Contingency Planner and the Quarantine Specialist—not available in earlier editions of the game. Pandemic is the first game in the Pandemic series.
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In Pax Pamir, players assume the role of nineteenth century Afghan leaders attempting to forge a new state after the collapse of the Durrani Empire. Western histories often call this period "The Great Game" because of the role played by the Europeans who attempted to use central Asia as a theater for their own rivalries. In this game, those empires are viewed strictly from the perspective of the Afghans who sought to manipulate the interloping ferengi (foreigners) for their own purposes. In terms of game play, Pax Pamir is a pretty straightforward tableau builder. Players spend most of their turns purchasing cards from a central market, then playing those cards in front of them in a single row called a court. Playing cards adds units to the game's map and grants access to additional actions that can be taken to disrupt other players and influence the course of the game. That last point is worth emphasizing. Though everyone is building their own row of cards, the game offers many ways for players to interfere with each other directly and indirectly. To survive, players will organize into coalitions. Throughout the game, the dominance of the different coalitions will be evaluated by the players when a special card, called a "Dominance Check", is resolved. If a single coalition has a commanding lead during one of these checks, those players loyal to that coalition will receive victory points based on their influence in their coalition. However, if Afghanistan remains fragmented during one of these checks, players instead will receive victory points based on their personal power base. After each Dominance Check, victory is checked and the game will be partially reset, offering players a fresh attempt to realize their ambitions. The game ends when a single player is able to achieve a lead of four or more victory points or after the fourth and final Dominance Check is resolved.
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Set sail for an adventurous raid...for perhaps it will be your last! Face danger and adventure once more while you search high and low for the most valuable treasures the Caribbean has to offer, then quickly find a safe harbor to stash priceless gold, rare emeralds, and iridescent pearls. Explore, stockpile cargo, hire crew, and commandeer rival ships, but don't forget to bury your loot. As you sail, be on the lookout for a place to settle after your life on the high seas has come to an end, but before you do that, you must outpace your opponents as one trip around the Caribbean won't be enough. You must make three trips in order to retire as the richest and greatest buccaneer of all time. Pirates of Maracaibo is a standalone game in the same franchise as 2019's Maracaibo, and players who are familiar with that game will recognize some beloved concepts from the original. However, new players can jump right in with no prior knowledge of the original game as Pirates of Maracaibo is an independent game with a more accessible rule set. The game plays over three rounds in which you sail the Caribbean, hire crew, ally with other ships, explore the shore, amass the most treasure, and (ideally) retire to a secluded island as the most revered pirate in history. Cast off sailors and swashbucklers, cast off! —description from the designer Microbadge:
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Our planet has run out of resources, and we are forced to move. We have discovered a series of planets and sent our rovers to test their environment with the hope of colonization. Our rovers have confirmed 1-6 viable colonization options. Planet Unknown is a competitive game for 1-6 players in which players attempt to develop the best planet. Each round, each player places one polyomino-shaped, dual-resource tile on their planet. Each resource represents the infrastructure needed to support life on the planet. Every tile placement is important to cover your planet efficiently and also to build up your planet's engine. After placing the tile, players do two actions associated with the two infrastructure types on the tile. Some tile placements trigger "meteors" that make all planets harder to develop and prevent them from scoring points in the meteor's row and column. Planet Unknown innovates on the popular polyomino trend by allowing simultaneous, yet strategic turn-based play via the Lazy S.U.S.A.N. space station in the center of the table. —description from the publisher
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Build pieces, develop an engine, perfect your strategy, and win the game! Project L is a fast-paced, tile-matching brain burner with triple-layer 3D puzzles and acrylic pieces. Challenge your friends to a game of simple design but intricate gameplay that makes a lasting impression! The core of the game lies in using your pieces to complete puzzles. Starting with just two basic pieces, you use three actions every turn to develop a powerful engine. With more pieces of various types, you can efficiently complete even the most difficult puzzles. The puzzles you complete award you points or new pieces to further fuel your engine. Can you outsmart your opponents? —description from the publisher
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The Deluxe Kickstarter edition supports 5 players (retail edition supports 4) and comes with an additional 45 pieces. Project L is a fast-paced, tile-matching brain burner with triple-layer 3D puzzles and lovely acrylic pieces. Challenge your friends to a game of simple design but intricate gameplay that makes a lasting impression! The core of the game lies in using your pieces to complete puzzles. Starting with just two basic pieces, you use three actions every turn to develop a powerful engine. With more pieces of various types, you can efficiently complete even the most difficult puzzles. The puzzles you complete award you points or new pieces to further fuel your engine.
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Prêt-à-Porter is an economic strategy game set in a world of fashion. Players run clothes companies and fight for dominance during fashion shows. It is – perhaps – one of the most cruel and ruthless of all our games. Money can be a dangerous weapon. During the game players open new branches and outlets, hire new workers and try to gain new capabilities. New Design Agencies, Brand stores or Preparation rooms are opened, Accountants, Models and Designers are hired, lucrative contracts are signed to allow for short-term profits and expand company’s competencies. Every single month player’s company gains new capabilities. Each quarter held fashion shows – each player has to prepare a collection of clothing and has to show it on the show. The public, media, experts estimate collections in four categories and award prizes and diplomas. The more awards (represented by ‘stars’ in the game) will be collected at the show, the more money the players earn for selling their collection! Will you get award for best Trends? Will you manage to be best in Public Relations and get the Media award? Will you earn more ‘stars’ than your opponent? If you win ‘stars’, your opponents don’t. If you win ‘stars’, you earn more money. Your opponents don’t. If you win ‘stars’, you earn money, you hire new stuff, you get better. Your opponents don’t. That is why during show you will kill for every single ‘star’. Welcome to the hell… Prêt-à-Porter is a 2-4 player board game, unique mix of deep economy strategy and direct interaction. Low luck element, many important decisions to be made and many strategies that can be used to acclaim victory. With wide range of different employees, different buildings and contracts you can create your unique company every single time.
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Every November 2nd in a magical land called Mexico, families build wonderful monoliths decorated with stories and tradition. With their memories, meals and favorite objects altars are decorated in honor of the memory of their loved ones who rest in peace. Today we will build the best of those altars in the city that lives this holiday like no other: Pátzcuaro. In Pátzcuaro players are responsible for going to a cultural market to get the letters of objects that make up their altars and build them. From 2 to 4 players, 20 minutes in duration, for 10 years and over, with hand management through cards. —description from the designer
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Even the most advanced ROVE bot needs a bit of training before it can tackle a trip to outer space. Practice your skills on this course to see how far you can get! ROVE Jr. is a standalone entry in the ROVE series. In this solo spatial puzzler, the player must complete missions by using their movement cards to align ROVE’s modules in the proper pattern. Each module has a unique one-time ability that can give ROVE a much-needed boost at a key moment. As ROVE travels further, efficient use of movement points and module abilities becomes paramount to achieve success. ROVE Jr. provides a more casual, kid-friendly experience than the original game without removing the core elements. Players now have only 4 modules to manage, and each movement card provides unlimited movement in any one direction. Additionally, players always refill their hand at the end of a mission. With these changes as well as variable difficulty options, ROVE Jr. is a great introduction to ROVE while still remaining appealing to existing ROVE fans of all ages who just need a break from the dangers of outer space.
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As a ROVE (Results-Oriented Versatile Explorer) you're used to surveying the fringes of space, but now you've crash-landed on an unfamiliar planet. You'll need to reconfigure your reusable modules to get to safety! ROVE is a solo spatial puzzle game. In each game of ROVE, the player will face a series of mishaps that can only be solved by arranging the 6 module cards in a specific pattern. Moving a module requires Movement Points gained by discarding cards from hand for the listed amount. Players may gain additional Points if their current module layout matches the pattern shown on the discarded card. Each module costs 1 Movement Point per activation and uses its own unique movement style, such as only moving diagonally or pushing other modules a single space. Modules also have powerful single-use abilities that can help get players out of a tight spot. Properly timing these abilities -- as well as effectively using the limited number of Movement cards -- will help the player complete ROVE’s mission successfully.
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Regicide is a cooperative, fantasy card game for 1 to 4 players, played using a standard deck of cards. Players work together to defeat 12 powerful enemies. On their turn a player plays a card to the table to attack the enemy and once enough damage is dealt, the enemy is defeated. The players win when the last King is defeated. But beware! Each turn the enemy strikes back. Players will discard cards to satisfy the damage and if they can't discard enough, everyone loses. Rich with tactical decisions and a deep heuristic tree, Regicide is a huge challenge for anyone who is brave enough to take it on. —description from the designer For a dice-based, typo-inspired, April 1st-announced game from the same designers, try Regidice!
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In Regroup! Chicken Army you organize your army of chicken warriors or chicken wizards to fight with the other players' armies. Only one chicken army will emerge victorious from battle! Each turn you choose a card and place it over another card on your grid seeking a match between physical or magical attack and defense. Once all the players have placed and organized their card, the round ends and the combat begins. Each player deals or absorbs damage (physical or magical) based on the connected chickens of the same type (sword, shield, wands, barriers). The last player standing, wins! —description from the publisher
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Root is a game of adventure and war in which 2 to 4 (1 to 6 with the 'Riverfolk' expansion, 2-6 with the 'Underworld', or 'Marauder' expansions) players battle for control of a vast wilderness. Like Vast: The Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible. The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods. Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root. In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root! —description from the publisher
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Mix things up with an alternative deck of cards. This deck replaces the old deck and contains a fresh roster of special powers for players to craft, many based on the factions themselves. Frustrated by the Woodland Alliance's guerrilla tactics? Develop the ability to fight in the shadows yourself! But, be careful, many new powers come with new vulnerabilities. —description from the publisher
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Root: The Marauder Expansion introduces two new factions to the Woodland—the Lord of the Hundreds and Keepers in Iron—alongside four hirelings and a new setup draft suitable for both casual and competitive play. Play as the: - Lord of the Hundreds – Oppress the Woodland and burn it to the ground if need be. You suffer no dissent. - Keepers in Iron – Lead your exiled order of devout knights into battle to recover ancient relics. For glory! Discover unique strategies and make the Woodland wilder by adding hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root. - Forest Patrol & Feline Physicians – Secure your realm and heal deadly injuries with Marquise elites. - Last Dynasty & Bluebird Nobles – Crush your foes and prove your legitimacy with the last Eyrie regiment. - Spring Uprising & Rabbit Scouts – Revolt against despots and fight for freedom with Alliance sympathizers. - The Exile & The Bandit – Stalk the forests and steal what you need with these Vagabond mercenaries.
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Upgrade your Root game with seven custom Vagabond meeples. Includes three new Vagabond character cards: Harrier, Ronin and Adventurer. —description from the publisher
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SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand. More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand. On a turn, a player takes one of two actions: • Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves. • Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten. Once per round, a player can scout, then immediately play. When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.
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SMÄK! - An action-packed card game with cute unicorns, fearsome weapons and crazy dice battles. Available in bloody or family edition. How to play: Each player gets 7 cards The first player to play all their cards wins the round Play card on discard pile: On your turn play a card that matches in color or play a card that matches in icon and amount of icons Play unicorns to sabotage: Play unicorn cards to slow down other players Opponents can add unicorns and stack their effects SMÄK! away unicorns: Play SMÄK! cards to defend against unicorns SMÄK! cards cancel card effects or trigger dice battles Epic Dice Battles: The last person to roll the SMÄK! symbol loses The loser will face the card’s penalty Sound of Terrör: Make a unicorn sound when playing the second to last card to let everyone know the end is neigh End of round: Players score penalty points for remaining cards The loser gets the honor to wear the unicorn horn —description from the publisher
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Scales of Fate is a strategic deduction game set in the Veiled Fate universe. Players will each represent 2 demigods and decide if they will try to help them both gain Renown or hurt one and help the other. Each round players will choose any of the 9 demigods, sending them to the board to select actions ranging from smiting to gaining the favor of different Gods. Players will score points equal to the space both of their demigods are on, or the gap between them on the score track. They also have a chance to lose or gain extra points if they can guess their opponent's 2 demigods correctly! The player with the most points win the game. —description from the publisher
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Humanity has become more daring when sailing the seas. More and more pirate ships venture into the forbidden seas of the gods, endangering their underwater kingdoms and the strange creatures that live there. In Sea Dragons, you must protect the seas by sinking pirate ships, collecting their treasures, and becoming the legendary protectors of the aquatic kingdoms. In the game, each participant plays as a family of sea dragons who are seeking to become the protectors of the forbidden seas. Each turn, one of the two pattern cards from the hand will be played to position a sea dragon on the board, increasing your presence in all four sea kingdoms. You will be able to sink ships or collect treasures hidden in the ocean. Optionally you can complete missions with the ships that you are sinking. Note that you cannot place your own sea dragons next to each other, and if you place one next to another player's dragon, they receive treasures. Your long-term goal is to achieve the greatest presence in each of the four kingdoms at the end of the game and get the most victory points by completing missions and collecting treasures. —description from publisher La humanidad se ha vuelto más osada al surcar los mares. Cada vez son más los barcos piratas que se aventuran en los mares prohibidos por los dioses, poniendo en peligro sus reinos submarinos y a las extrañas criaturas que allí habitan. Como Dragones del Mar deberán proteger los mares hundiendo a los barcos piratas, recolectando sus tesoros y convirtiéndose en los legendarios protectores de los reinos acuáticos. Cada participante jugará con una familia de Dragones del Mar. En cada turno, jugaras una de las dos cartas de patrones de tu mano para posicionar un Dragón del Mar en el tablero, aumentando tu presencia en los 4 reinos marinos. Pero cuidado, no podrás colocar tus propios Dragones del Mar uno junto a otro, y si posicionas alguno junto al de otro participante, le entregaras tesoros. El objetivo será conseguir la mayor presencia en cada uno de los 4 reinos al finalizar la partida y conseguir la mayor cantidad de puntos de victoria cumpliendo misiones y recogiendo tesoros.
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During your turn, you assemble your hand, maybe place cards for their effect, and decide if you want to end the round. But do you think you are the one with the most points in hand? You will have to choose: stop the round immediately or give the others an extra turn to try to extend the gap? Is it worth taking the risk? The game ends when you reach 30/35/40 points (4/3/2 players). The excitement of ending the round to catch your opponents off guard The pleasure of playing your effect cards and making combos It's a set collection card game like Rummy. The origami created especially for the game is just the illustrations on the cards.
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A mini-expansion for Sea Salt & Paper, presented as a booster pack: 8 new cards with 5 new effects.
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Drug use, personal demons, wild episodes, and more. Side Effects is a "take that" card game where players race to treat all the diseases in their psyche with medication and therapy. Players start with four disease cards dealt face up in front of them (their "psyche") and then four cards in a concealed hand. Players take turns picking up cards from the deck and trying to find the right drugs to treat their diseases. A drug card will treat a disease but also leave the player open to receiving new diseases (of that drug's list of side effects) from other players. Each disease card has a unique punishment written on it and episode cards will trigger these punishments. Play an episode card on another player to hinder them or help yourself. The game is over when one player treats all of the diseases in their psyche.
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Drug use, personal demons, wild episodes, and more. Side Effects is a "take that" card game where you race to treat all the diseases in your psyche with drugs and therapy. Expand the pain and the pleasure with Side Effects' first expansion pack. Enjoy new Disorders, Drugs, and actions that add additional functionality and exciting new dynamics!