Czech Games

  • Under Falling Skies is a solo game with a multi-mission campaign. In each mission, you take charge of defending a besieged city. Your actions are powered by an innovative dice placement mechanic. When you choose an action, you are also choosing which enemy ships will descend. Bigger numbers give better effects, but they also cause ships to descend faster. Expand your underground base to gain access to more powerful actions, allowing you to shoot down enemy ships or deploy robots to increase your workforce, but don't forget to work on your research and watch your energy supply. The mothership draws closer every round, ratcheting up the tension. Can you complete your mission before your base is destroyed?
  • Tash-Kalar: Arena of Legends

    Available on back-order

    Tash-Kalar: Arena of Legends is a game played by masters of magic. Two to four summoners encounter each other in the Tash-Kalar arena, either in teams or each on his own, and prove their skill and strategy in a short but intense battle. By clever deployment of their minions, they create magic patterns for summoning powerful beings, and then use those to destroy their opponent’s forces or to prepare patterns for the ultimate legendary beings. The game includes four different factions, each with a unique deck of beings to summon and one deck of legendary creatures. Players take turns placing their common pieces on the board, and if they succeed in creating patterns depicted on one of the cards in hand, they may play it. When played, the card summons a particular being and allows the player to perform an effect described on the card: a giant destroys neighboring pieces, a knight moves through enemy pieces, a warlord orders previously placed pieces to move and fight, an enchantress converts enemy pieces to player's own color, etc. After that, the player discards the card and the summoned being turns into a motionless piece which may be used in patterns for summoning other beings – or even be awakened and moved into combat by the effects of other cards.Tash-Kalar: Arena of Legends offers two game modes. In the standard mode you score points for fulfilling various quests set by the Arena Masters: controlling certain points or areas of the arena, destroying a number of enemy pieces in a single turn, performing a certain combination of summonings, etc. In melee mode, your only goal is to entertain the crowd. You do that by destroying your opponents and making them beg (i.e., making them use the catch-up mechanisms) and by summoning legendary beings. After all, people want to see a dragon! Both modes can be played as a two-player duel or as a team game with teammates sharing pieces and legendary cards, but with each controlling his own faction. (The game includes a duplicate of one faction in a different color.) The melee mode can also be played as a fierce free-for-all battle, but don't expect alliances; to achieve a good score, you need to destroy all opponents evenly as you track points scored on each opponent separately, and your lowest score is your final score. The rules of Tash-Kalar: Arena of Legends are simple and easy to understand, but as you start to discover the tactics and are able to anticipate the opponent's moves and patterns, it turns into a real clash of wits.

  • Once the ships are launched, players encounter dangerous situations while vying for financial opportunities, each hoping to gain the most valuable cargo and finish with as much of their ship still intact as possible. Of course, that's easier said than done since many hazards will send pieces of your ship, your cargo, and your crew hurling into the depths of space. The goal is to survive the trek — hopefully with at least some of your crew and ship intact — and have at least one credit by the end of the game. (Profit, yay!) Players earn credits by delivering goods, defeating pirates, having the best-looking ship, and reaching their destination before the others. This version of ''Galaxy Trucker'' is a relaunch of the original 2007 release by Vlaada Chvátil that features new art, more ship tiles, tweaked card effects, and streamlined gameplay that consists of only a single flight through space. That said, should you want a longer, more challenging experience, you can play a three-flight campaign known as the "Transgalactic Trek". Author: Vlaada Chvátil Year: Summer 2021 Players: 2-4 Age: 8+ Time: 30 min Theme: Build a space ship and fly it across the Galaxy. Deliver goods for a profit ... if the pirates and meteors don't blast your ship apart. Mechanics: Players simultaneously build space ships out of tiles, which they grab as fast as they can.
  • Codenames: Back to Hogwarts

    Available on back-order

    Designed for 4–8 players, Codenames: Back to Hogwarts is the first competitive house vs. house Codenames game inspired by the wizarding world. It puts a new twist on the classic Codenames word association game, while offering a new thematic mechanic to change the game for longtime fans and new players alike. As new first-year students at Hogwarts, players will be sorted into two rival houses, each with its own prefect who knows the secrets of the lawful school’s mystery card network.Playing time: 15 - 30 minutes
    Minimum age: 10 years
    Number of players: 4 - 8 players

  • Codenames : XXL

    Available on back-order

    Two rival Spymasters know the secret identities of 25 agents. Their teammates know the agents only by their codenames: single-word labels like "disease," "Germany," and "carrot." Yes, carrot. It's a legitimate codename. Each Spymaster wants their team to identify their agents first... without accidentally uncovering the killer. In Codenames, two teams race to see who can contact all of their agents first. Lay out 25 cards, each with a single word on them. The SpyMasters look at a card showing each card's identity, then take turns going to their teammates.Playing time: 15 - 15 minutes
    Minimum age: 10 years
    Number of players: 2 - 8 players

  • In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories ? correct theories, that is ? and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.
  • Last Will

    Available on back-order

    In his last will, your rich uncle stated that all of his millions will go to the nephew who can enjoy money the most. How to find out which nephew should be rich? You will each be given a large amount of money and whoever can spend it first will be the rightful heir. Visit the most exclusive theatres or eat in the most expensive restaurants. Buy old properties for the price of new ones and sell them as ruins. Host a huge party in your mansion or on your private boat. Spend like your life would depend on it. Spend to become rich! If you're the first to run through the money on hand, you'll receive the rest of his inheritance – oh, and win the game. In Last Will, each player starts with a certain amount of money, an individual player board, two errand boys and two cards in some combination of properties and helpers. At the start of each round, lay out cards from the appropriate decks on the offering boards; the four regular decks are properties, companions, events, helpers and expenses, with special cards forming a deck of their own. The particular mix of cards varies by round and by the number of players. Each player then chooses a plan for the round, with each plan indicating the number of cards the player draws (drawn immediately from the four regular decks in any combination), how many errand boys he can use later (one or two), the number of actions available to him that round, and his spot in the playing order that round. In the playing order for that round, players then take turns choosing an action with their errand boy(s), with those actions being:

    • Take a card on display and add it to your hand. • Draw a card from any regular deck – This can be chosen only once by each player. • Visit the opera and spend $2. • Adjust the value modifiers in the property market. • Take a player board extension, thereby giving you room to play more cards.

    Players then take actions in the playing order for that round, with each player having as many actions as indicated on his plan. Actions let you play one-time events (which have a cost, possibly variable); helpers and recurring expenses (which are placed on your individual player board); and properties (which cost money and may depreciate over time). You can often play companions with events or recurring expenses – of course you should bring a date to the opera or a horse on your yacht! – to increase their cost. You can also use actions to activate cards on your player board, possibly with one or more companions and always with the goal of spending money. Helpers and special cards can provide you with unique powers to further boost your profligacy. At the end of each round, you must discard down to two cards in hand, and properties that can depreciate do so; this is good as a player cannot go bankrupt if he owns properties, and the only way to get rid of properties is to sell them, which regretably puts money back in your hands unless the depreciation was intense or you manipulate the market. If a player has no money and no properties, he declares bankruptcy and the game ends at the conclusion of that round; otherwise the game ends after seven rounds. The player who has the least money (or even who is most in debt) wins.

  • In the future, war has left the world in complete destruction and split the people into factions. The factions have decided to stop the endless war and settle their dispute in the arena. A new virtual bloodsport was created. The Adrenaline tournament. Every faction has a champion, every champion has a chance to fight and the chance to win. Will you take the chance of becoming the next champion of the Adrenaline tournament? Play a first-person shooter on your gaming table. Grab some ammo, grab a gun, and start shooting. Build up an arsenal for a killer turn. Combat resolution is quick and diceless. And if you get shot, you get faster!
  • In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective! Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn. There are 4 turns to place actions for each game "year" and two game years in a whole game. Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare. At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for. Finally, at the end of each year, the heroes will travel down into the dungeon to fight. Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.
  • Become the leader of an imp family that has just started a new business ? breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them ? but the profit is unbelievable. Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.
  • It is the year 2849, and humanity has harnessed the power of the pulsars. Now we must find a way to distribute this power throughout the stars. In this Euro-style game, players explore space, claim pulsars, and discover technologies that will help them build energy-distribution infrastructure on a cosmic scale. Dice are used to purchase actions, and players choose their dice from a communal pool. There are many paths to victory so you can blaze your own trail to a bright future. Draft dice to explore the universe in Pulsar 2849. Game is only 8 rounds long. Each round, roll dice based on the number of players, sort them based on their values, then draft dice to take actions. Possible actions □ Fly your survey ship □ take a Gyrodyne □ Develop a Pulsar □ Build one or more energy transmitter vectors □ Patent a technology □ Buy a dice modifier □ Complete a special project in your HQ and unlock Gate Run Players score points each round based on what they've discovered and explored, and everyone has common goals that they want to achieve.
  • Space Alert is a cooperative team survival game. Players become crew members of a small spaceship scanning dangerous sectors of the galaxy. The missions last just 10 real-time minutes (hyperspace jump, sector scan, hyperspace jump back) and the only task the players have is to protect their ship. During play, the central computer will announce the presence of various threats on one of the supplied 10 minute soundtracks that also acts as a game timer. The threats vary from space battleships and interceptors to different interstellar monsters and abominations, asteroids or even intruders and malfunctions on the spaceship. Players have to agree who will take care of which task and coordinate their actions (moving around the ship, firing weapons, distributing energy, using battlebots to deal with intruders, launching guided missiles, etc.) in real time to defend the ship. Only a well-working team can survive 10 minutes and make the jump back to safety. The game offers several difficulty levels, huge variability and a unique experience for one to five player teams. One mission lasts only about 30 minutes, including setup and evaluation.
  • Lost Ruins of Arnak

    Available on back-order

    Authors: M?n & Elwen Year: Q4 2020 Players: 1?4 Age: 12+ Time: 30 min/player Theme: Players lead rival expeditions to a newly discovered island. Explore jungles, find artifacts, and discover the Lost Ruins of Arnak! Mechanics: A unique combination of worker placement and deckbuilding
  • The adventure is calling to you once again—and this time, you don’t have to worry about packing light! /n/nMeet the Adventure Chest—a brand-new expansion to Lost Ruins of Arnak that features an original storage solution designed by CGE and fits all previously released Lost Ruins of Arnak content. The Adventure Chest box is bigger and sturdier than that of the base game—and it still fits into a certain board-gamer-favorite Swedish-made shelf! The insert itself is made of 8 individual boxes from layered PET material and is designed to make setup, play, and cleanup as easy as possible. /n/nInside the “Adventure Chest”, we’ve included a fresh addition to the world of Arnak, the new expansion “Twisted Paths”. This expansion brings a new double-sided map bigger than the one in the base game and includes two new research tracks, each with unique mechanisms and components (like brand new temple tiles or new resources—dark tablets). /n/nIn addition to new maps, the expansion contains new guardians, sites, and assistants, and also some solo content—Rival tiles for the new maps, as well as Purple Rival tiles and Rival Objectives, two mini expansions we’ve previously released online as print-and-play. /n/nThe “Adventure Chest” does NOT include any other Lost Ruins of Arnak content. The base game or any of the two previous expansions, Expedition Leaders or The Missing Expedition, must be purchased separately.
  • Hailing all Starship Captains! Get ready to embark on a maiden voyage through the cosmos in this euro-style action selection and engine building game for 2-4 players. • Manage a diverse crew of cadets, ensigns, androids, and officers—each with different special roles and capabilities. • Earn medals to promote and train your crew for even greater effectiveness. • Explore an ever-shifting galaxy full of dangerous pirates and interplanetary missions. • Upgrade your ship with powerful engine building technology for maximum synergy. • Boost your reputation with three distinct galactic factions for bountiful rewards. Explore a galaxy full of dangerous pirates and interplanetary missions, as you manage, train, and promote your crew to improve their diverse skills. Then harness the power of cool alien technology to help your crew tackle goofy missions through the stars and beyond. Author: Peter B. Hoffgaard Players: 1-4 Age: 12+ Time: 25 mins / player Theme: Train your crew, upgrade your starship, and take on daring missions as a new starship captain in an ever-shifting galactic adventure.
  • In SETI: Search for Extraterrestrial Intelligence, a eurogame for 1–4 players, you lead a scientific institution tasked with searching for traces of life beyond planet Earth. The game draws inspiration from current or emerging technologies and efforts in space exploration. Players will explore nearby planets and their moons by launching probes from Earth while taking advantage of ever-shifting planetary positions. Decide whether to land on their surface to collect valuable samples, or stay in orbit for a broader survey. Additionally, by directing your telescopes to gaze into distant star systems, you may detect traces of alien signals or undiscovered exoplanets, and collect promising data to examine and study back home. Back on Earth, you can invest in upgrading your equipment so you can analyze incoming data more efficiently, boost your telescope signal capacity, or increase your supply of resources—all to expand the scope of your search that could lead to a discovery of extraterrestrial life forms. You will also make use of over 200 cards to aid your efforts or focus your research in a particular direction for additional bonuses and rewards. Each card has a unique effect and illustration, and depicts real-life technologies, projects, and discoveries (like the ISS, Large Hadron Collider, Perseverance rover, Voyager probe, and many more). Finding traces of extraterrestrial life is only a matter of time—utilize the resources you have at your disposal strategically and you may well end up being the one to make the biggest scientific contribution towards advancing our understanding of alien life within our galaxy.
  • Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works. Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age. One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one. Victory is achieved by the player whose nation has the most culture at the end of the modern age.
  • Codenames Table Display

    Available on back-order

    Capture attention and drive engagement with a dedicated Codenames Table Display, which allows you to showcase the entire Codenames line in an interactive and 
    eye-catching way.
    Games: 12x Codenames
    6x Codenames: Duet
    6x Codenames: Pictures
    5x Codenames XXL
    6x Codenames: Back to HogwartsExpansions: 24x Codenames: Sci-Fi Expansion Pack
    24x Codenames: Fairy Tales Expansion Pack
    24x Codenames: Cute Critters Expansion Pack

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