Table Games List

El Grande ...   2-5 players

In this award-winning game, players take on the roles of Grandes in medieval Spain. The king's power is flagging, and these powerful lords are vying for control of the various provinces. To that end, you draft caballeros (knights) into your court and subsequently move them onto the board to help seize control of provinces. After every third turn, the regions are scored, and after the ninth turn, the Grande with the most points is deemed the winner.

Expansions: König & Intrigant, Grossinquisitor und Kolonien, Grandissimo

Power Grid ...  2-6 players

The object of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities.

However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment.

Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.

Tikal ...  2-4 players

Tikal is a game of exploration within the Central American jungles in search of lost temples and the treasures within. Players send their team of explorers into the jungle, exposing more and more of the terrain. Along the way, you find temples that require further uncovering and treasures. Players attempt to score points for occupying temples and holding onto treasure.

Citadels ...  2-7 players

Players seek to build a collection of districts worth from one to eight points. Once someone has built eight districts, the game is over after that round ends and the player with the highest total value wins. However to facilitate the process (and make the game interesting), players sequentially choose a character from a rapidly dwindling pool of eight each turn. The characters give players special abilities for the turn.

Carcassonne ...  2-5 players

A clever tile-laying game. Players build a prehistoric landscape with tiles depicting forests, rivers, lakes and grasslands. They then send out members of their tribe to hunt, gather, fish and establish fishing camps. The skill of the players to develop the area will determine who is victorious.

Bang! ...   4-7 players

This card game recreates an old-fashioned spaghetti western shoot-out, with each player randomly receiving a Character card to determine special abilities, and a secret Role card to determine their goal.

Four different Roles are available, each with a unique victory condition:

1.       Sheriff - Kill all Outlaws and the Renegade

2.       Deputy - Protect the Sheriff and kill any Outlaws

3.       Outlaw - Kill the Sheriff

4.       Renegade - Be the last person standing

A player's Role is kept secret, except for the Sheriff. Character cards are placed face-up on table, and also track strength (hand limit) in addition to special ability.

There are 22 different types of cards in the draw deck. Most common are the BANG! cards, which let you shoot at another player, assuming the target is within "range" of your current gun. The target player can play a "MISSED!" card to dodge the shot. Other cards can provide temporary boosts while in play (for example, different guns to improve your firing range) and special one-time effects to help you or hinder your opponents (such as Beer to restore health, or Barrels to hide behind during a shootout). A horse is useful for keeping your distance from unruly neighbors, while the Winchester can hit a target at range 5. The Gatling is a deadly exception where range doesn't matter - it can only be used once, but targets all other players at the table!

San Juan ...   2-4 players

A card game pack of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and "violet" buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else. Cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round.

In each round or governorship, each player in turn selects from one of the available roles, triggering an event that usually affects all players, such as producing goods or building. The person who picks the role gets a privilege, such as producing more goods or building more cheaply.

Victory points are gained exclusively by building, and the game ends as soon as one player has put up 12 buildings.

KuhHandel ...  3-5 players

Classic bidding and bluffing game. The deck consists of sets of farm animals, 4 cards per animal. Players auction off the top animal of the deck, or try to complete their set by trading with another player. Highest bid wins, but auctioneer always has the choice to buy the animal for the same price as the highest bid.


Trading is a blind bidding system: both players place their bid face down on the table and reveal them simultaneously to each other. High bidder gets the other player's animal. Both players swap their bid. It's best to bid just a little bit more than your opponent, but just how much did he bid?

Double Quick ...   2-4 players

A word game where quick thinking pays off. Up to 4 players build a crossword out of their tiles. Every 30 seconds or so, a timer goes off and each player must draw 2 tiles and add them to their crossword. Using a letter in 2 words scores double points for that letter. Infrequently used letters (e.g. x,q,z) score higher amounts of points but are harder to use in your crossword. Designed for English words.

UNO ...  2-10 players

Players race to empty their hands and catch opposing players with cards left in theirs, which score points. In turns, players attempt to play a card by matching its color, number, or word to the topmost card on the discard pile. If unable to play, players draw a card from the draw pile, and if still unable to play, they pass their turn. Wild and special cards spice things up a bit. Extension: You can try for World Domination like Stewie with the Exclusive Domination Card and Rule.