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CATAN JUNIOR

CATAN Junior Catan: Junior takes place on a ring of islands where 2 to 4 players build hideouts and encounter the mysterious Spooky Island, where the Ghost Captain lives. Each island generates a specific resource: wood, goats, molasses or swords, and players can acquire gold. Each player starts with two pirate hideouts on different islands, and they can use the resources they acquire to build ships, hideouts or get help from Coco the Parrot. By building ships, they can expand their network; the more hideouts they build, the more resources they may receive. Just watch out for the dreaded Ghost Captain! Be the first player to control seven pirate hideouts, and you win! Number of Players: 2-4 Age: 6 + Playing Time: 30 min.

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CATAN SEAFARERS EXTENSION

CATAN SEAFARERS Extension +5.6 person  

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CATAN: MERCHANTS OF EUROPE

In Catan Histories: Merchants of Europe, you are a powerful merchant! Start your trading posts in three cities. Recruit new merchants and send them to distant cities to establish trading posts and expand your interests. The more trading posts you have, the more commodities are at your disposal which you can sell profitably in foreign cities. To ensure that your commodities arrive safely at their destination, you must open up trade routes and equip caravans. You win the game if you are the first to deliver all of your commodities to foreign cities.   Players Number: 3-4 Estimate playing time: 60-120min. Age: 12+

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CITIES OF SPLENDOR

Expansion of Splendor Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige. On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem. All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do. Recommended age 10 and up Number of players: 2 to 4 Game time: 30 minutes

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Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow. Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive! Clank! is a deck-building game. Each player has their own deck, and building yours up is part of playing the game. You start each of your turns with five cards in your hand, and you'll play them all in any order you choose. Most cards will generate resources, of which there are three different kinds: Skill, which is used to acquire new cards for your deck. Swords, which are used to fight the monsters that infest the dungeon. Boots, which are used to move around the board. Every time you acquire a new card, you put it face up in your discard pile. Whenever you need to draw a card and find your deck empty, you shuffle your discard pile and turn it face down to form a new deck. With each shuffle, your newest cards become part of a bigger and better deck! Each player starts with the same cards in their deck, but they’ll acquire different cards during their turns. Because cards can do many different things, each player’s deck (and strategy) will become more and more different as the game unfolds. During the game, you have two goals: Retrieve an Artifact token and escape the dragon by returning to the place you started, outside of the dungeon. Accumulate enough points with your Artifact and other loot to beat out your opponents and earn the title of Greatest Thief in the Realm!

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CLUE - TRAVELING PACKAGE

There’s a mystery that needs solving and you’re just the detective to do it on the go with this grab and go version of the classic clue game. The game board has rooms to move in and secret passages to navigate faster, and if you’re a super sleuth you can keep track of the clues in your detective notebook and solve the case. When the case is solved you can store all the cards and parts in the all in one game unit until the next murder.   Number of players: 3-6 Age: 8+

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The classic detective game! In Clue, players move from room to room in a mansion to solve the mystery of: who done it, with what, and where? Players are dealt character, weapon, and location cards after the top card from each card type is secretly placed in the confidential file in the middle of the board. Players must move to a room and then make an accusation against a character saying they did it in that room with a specific weapon. The player to the left must show one of any cards accused to the accuser if in that player's hand. Through deductive reasoning each player must figure out which character, weapon, and location are in the secret file. To do this, each player must uncover what cards are in other players hands by making more and more accusations. Once a player knows what cards the other players are holding, they will know what cards are in the secret file. A great game for those who enjoy reasoning and thinking things out. Note: There are some early versions of Clue which are labeled as 2-6 players.

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CLUEDO SUSPECT

This is a fast-playing stripped down version of the classic boardgame, Clue. Basically it is the question portion of the game made with a specific set of cards used as the notepad. The detail list of cards varies from the original and the design is in line with the up to date style of nowadays. Play your cards right and you will solve it in no time. Ask question about the Clue characters weapons and locations on your cards to work out who did it, with what and where. As you expect, the first detective to solve the crime wins. It’s all the fun and intrigue of Clue, in minutes. Special 2 player game for top detectives! Number of Players: 3-4 Age:8+

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CODENAMES - DUET

Codenames - Duet The game strictly follows the rules of standard codenames. The difference is that the players in this case jointly try to identify the agents without exploding on the bomb.   Age: 11+ Number of Players : 2 Playing Time: 15-30 min.

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CODENAMES - GEO

Codenames - Georgian language Codenames is an easy party game to solve puzzles. Ge The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. At the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. Only the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win. players - 2-8 estimate playing time - 15-25 min. Age: 14+

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CODENAMES PICURES

Codenames is an easy party game to solve puzzles. The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. At the beginning of the game, there will be 25 cards on the table with different pictures. Each card has a corresponding position, representing different colors. Only the team leader can see the color of the card. The team leader should prompt according to the pictures, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win. players - 2-8 estimate playing time - 15-25 min. Age: 14+

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Out of stock

CONSTRUCTOR - 1000 PCS (MINI)

Construction Play is proven to make a difference to the way children think and complete tasks. It's a form of play all schools and nurseries adopt to aid child growth and development.  Creativity. Problem Solving. Fine Motor Skills. Cooperative Play. Hand-Eye coordination. Number of details: 1000 recommended age: 6+

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CONSTRUCTOR - HARRY POTTER - HEDWIG

Lego/constructor play develops problem-solving skills, teamwork, hand-eye coordination and fine motor skills. Number of details: 630

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CONSTRUCTOR - HARRY POTTER - HOGWARTS HOSPITAL WING

Construction Play is proven to make a difference to the way children think and complete tasks. It's a form of play all schools and nurseries adopt to aid child growth and development.  Creativity. Problem Solving. Fine Motor Skills. Cooperative Play. Hand-Eye coordination.   Number of details: 510

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CONSTRUCTOR - HARRY POTTER - HOGWARTS WHOMPING WILLOW

Construction Play is proven to make a difference to the way children think and complete tasks. It's a form of play all schools and nurseries adopt to aid child growth and development.  Creativity. Problem Solving. Fine Motor Skills. Cooperative Play. Hand-Eye coordination. Number of details: 753 Assembled car size: 19.5x9cm Assembled robot size:  25x15 სმ recommended age: 6+

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CONSTRUCTOR - TRACK MAZE!

Construction Play is proven to make a difference to the way children think and complete tasks. It's a form of play all schools and nurseries adopt to aid child growth and development.  Creativity. Problem Solving. Fine Motor Skills. Cooperative Play. Hand-Eye coordination.   Number of details: 328 recommended age: 3+

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You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers Recommended age 13 and up Number of players: 2 to 6 Game time: 15 minutes

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COUP: REFORMATION

Coup: Reformation, an expansion for the original version of Coup: City State from La Mame Games, adds new cards to the game and rules for factions and team play that increases tension in the early stages for four or more players and (thanks to 15 additional character cards) allows Coup to be better played with up to ten players.   Players: 2-10 Estimate playing time: 15-25 min. Age: 10+

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DIXIT - QUEST EXPANSION

Board game - Dixit:Quest Expansion for Dixit. 84 new cards with paintings that can be used on their own (but then you need some kind of voting tokens and paper and pencil to take notes of the scoring) or with those from the base game (or with Dixit: Journey or Dixit: Odyssey). The game does not contain scoring board and tokens, but it will be packed in a smaller box in which it is much easier to take it on a trip. This game could theoretically be played as it is, but the components needed to play are contained in the base-game. As in Dixit, each round, one player takes on the role of Storyteller who chooses one card from his hand, tells, sings or does something that in his opinion is associated with the played card. Other players choose their own cards. Then cards are shuffled and revealed, and players vote which card was played by Storyteller, and score points according to their guesses. Player who has the most points wins the game. Number of Players: 3-6 Estimate playing Time: 30 min Age:8+

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DO YOU REALLY KNOW YOUR FAMILY

                                    Do You Really Know Your Family Get ready to compete against your family to see who really knows each other best. Learn about each other and build new family memories as you answer interesting questions, spark conversations and perform silly challenges together. This card game will surely become a family game night favorite! Number of players: 3-8 Age: 8+

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DOBBLE - HARRY POTTER

Each card in original Dobble! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! Players : 2-8 Playin Time: 20 min Age: 7+

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DOBBLE - SPOT IT

Each card in original Spot it! features eight different symbols, with the symbols varying in size from one card to the next. Any two cards have exactly one symbol in common. For the basic Spot it! game, reveal one card, then another. Whoever spots the symbol in common on both cards claims the first card, then another card is revealed for players to search, and so on. Whoever has collected the most cards when the 55-card deck runs out wins! Players : 2-8 Playin Time: 20 min Age: 7+

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DUNGEON MAYHEM: MONSTER MADNESS

Dungeon Mayhem: Monster Madness   In Dungeon Mayhem: Monster Madness, you play as one of six epic D&D monsters, each with their own way to charm, crush, disintegrate, and devour their foes.  Store all your Dungeon Mayhem cards in this monster-sized box, then select your favorite character and pit it against any other deck in the game line. Plus, you can enjoy bringing more adventurers into the fold with new rules to allow for mayhem with up to six players at once!   Number of Players: 2-6 Playing Time: 10 min. Age:8+

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EXPLODING KITTENS

Exploding Kittens is a kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck. The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.

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