Animals

Chutes and Ladders

Traditional game from ancient India was brought to the UK in 1892 and first commercially published in the USA by Milton Bradley in 1943 (as Chutes and Ladders). Players travel along the squares sometimes using ladders, which represent good acts, that allow the player to come closer to nirvana while the snakes were slides into evil.

Agricola (Revised Edition)

Updated and streamlined for a new generation of players, Agricola, the award-winning and highly acclaimed game by Uwe Rosenberg, features a revised rulebook and gameplay, along with wood pieces and components for up to four players.

The 17th Century Was Not an Easy Time to be a Farmer. A game for 1-4 players ages 12 and up; play time is 30 minutes per player. Amazing replay value. The Agricola base game is a revised edition of Uwe Rosenberg’s celebrated classic. The game is designed for 1-4 players, features improved all-wood components and a card selection from the base game as well as its expansions, revised and updated for this edition. Players begin the game with two family members and can grow their families over the course of the game. This allows them more actions but remember you have to grow more food to feed your family as it grows! Feeding your family is a special kind of challenge and players will plant grain and vegetables while supplementing their food supply with sheep, wild boar and cattle. Guide your family to wealth, health and prosperity and you will win the game.

Histrio

It's that special time of year when the entire kingdom gathers at court for the Munificent Theatrical Festival. Acting troupes from all over the land will come together to perform plays of light-hearted comedy or soul-wrenching tragedy. Will their performance win the favour of the king or will his fickle mood spell a flop?

In Histrio, you travel the land recruiting actors to join your troupe. Assemble the right team and you might earn enough money to pay for an entire year of shows. It'll take careful planning and a little luck to out-perform your competitors. The play is the thing in Histrio, and the world is your stage!

Karnickel

Everybunny knows that rabbits love the countryside — and carrots, of course! The best carrots of all grow between the train tracks, but you have to keep an eye out for trains! Roll the dice and hop your rabbit to the best carrot patch; as long as you don't need to flee out of the path of the train, you can happily nibble away. Chomp, chomp, chomp...

In Karnickel, each player places his rabbit on the circular train track made of eight interchangeable tiles, sets the train engine on its start space, then takes turns rolling the custom dice. After you roll, set any die that shows the "train" out of play, then count up how many times each of the player colors appears on the remaining dice; you must move one of the rabbits (yours or another player's) clockwise around the track the full number of spaces. You then pass the rabbit dice to the next player. Players take turns, each time rolling only the dice passed to them and hopping the rabbits from tile to tile, trying to land on the tiles where they will be able to collect the most carrots.

When a player rolls only trains, the rabbit hopping has to stop as the train is ready to move! That player rerolls all seven dice, counts up the number of trains rolled, then moves the train that many spaces around the track. Every rabbit on a tile that the train moves through is scared away by the engine and hops off the track, failing to collect any carrots this time. All rabbits still on the track after the train moves — either because the train didn't reach them or because they were on one of the two tunnel tiles — get to grab 1, 2 or 3 carrots...or maybe lose one — exploding carrots are a risk!

Everyone then hops back onto the track, and the next player rolls all the dice to start a new round of play. Whoever has the most carrots when one player has at least eight carrots wins!

Here, Kitty, Kitty!

In the crazy cat-collecting game Here, Kitty, Kitty!, your neighborhood has a cat problem. The problem is that the cats don't all belong to YOU! Everyone in the neighborhood wants to claim those adorable kitties for themselves.

Outwit your fellow feline fiends as you lure cats onto your property, move cats into your house, and steal cats from your neighbors. All's fair in love and cat-collecting!

There are no blenders or explosions in this game, but if you use your "Catlike Reflexes" and avoid "Stray Dogs" and "Hairballs", you might just "Land on Your Feet"!

GAME PLAY DESCRIPTION FROM THE DESIGNER:
Your neighborhood has been overrun by a colony of adorable cats! Your objective is to lure as many cats as possible onto your property and into your house.

Each player chooses a Property board, which contains three zones: the Yard, the Porch, and the House. At the end of the game, cats in the House are worth 5 points each, cats on the Porch are worth 3 points each, and cats in your Yard are worth 0 points. However, having cats in your Yard does have advantages for special scoring conditions, such having the most cats of a single color or the most cats overall. All 40 Cat minis are placed in the center of the table, and represent the Neighborhood. Each player is dealt 2 or 3 cards, depending on the number of players in the game.

On each player's turn, he or she performs two Actions: moving a cat, playing a card, or discarding cards. Cats can be moved 1 space for 1 Action, by picking up the cat and putting it in the next zone of the property. For example, a Cat can be moved from the Neighborhood to the Yard for 1 Action, or from the Yard to the Porch or from the Porch to the Yard (and vice versa). Playing cards may allow a player to move multiple cats at once, to move cats multiple spaces, to steal cats from opponents, or to make opponents give up cats. A player may also choose to discard 1, 2, or 3 cards as an Action. Once both Actions have been taken, the player draws back up to a full hand, and play passes to the person to the left. If an Instant card (red border) is drawn, it is played immediately and affects the entire group. The player then draws a replacement card for the Instant card until a full hand is achieved.

The final round is triggered when a player draws the last card from the draw pile. From that point every player, including the player who drew the last card, has one final turn to maximize his/her score. Then, the cats are counted and a winner is lauded for his or her purr-procurement proficiency.