Play something new...

There exists an ever changing range of diverse board games. We do our best to provide a variety of games for play at the shop, and sometimes we take them along to conventions (when arranged by die organisers). On this page we will highlight specific demo games, with a brief description of each. This is not an exhaustive list and gamers are welcome to bring their own games to play, so it is constantly changing.

If there's a specific game that you'd like to try please get in contact with us, as we may know of someone that can bring their copy for a playthrough. 

Demo Game Highlight

  • Zombicide: Black Blague
  • Zombicide: Black Blague
  • Zombicide: Black Blague

Zombicide: Black Plague

  • RaphaĆ«l Guiton, Jean-Baptiste Lullien, Nicolas Raoult
  • 1 - 6 Players
  • 60-180 mins
  • Full Cooperation (players vs game)
  • Medium weight
  • Possible adult content

It's the Zombie Apocalypse, but in a Fantasy Medieval setting. The Plague has gotten out of hand and it appears that someone is behind it...
Players take control of classic Fantasy archtypes such as paladins, dwarves, knights, and magicians. When all players have completed their turn, the zombies get a turn to go through their prescribed activation. This means players know exactly how the enemy will behave, and they can plan their attack accordingly. 
2015 Golden Geek Best Solo Board Game Nominee

The Expanse Board Game

  • Geoff Engelstein
  • 2 - 4 Players (best with 3 - 4)
  • 60-120 mins
  • Score Attack, Territory Control (direct combat)
  • Medium weight

Based on the hit TV series, based on the books, based on the authors' long-running game of Necropolis 2350. Between the gravity wells of Earth, Luna and Mars, to the asteroid belt's many stations, all the way out to the moons of Saturn, players are manipulating the political landscape of the near future galaxy.
Each turn a player chooses a card, sometimes paying for it using victory points. They can then either play the text of the card. If they choose to rather use the action points, other players are offered the opportunity to use the card. This push and pull means simple decisions can have several layers of repercussions, both mechanically and between players.
  • The Expanse
  • The Expanse


  • Dominique Ehrhard, Duccio Vitale
  • 2 - 6 Players (best with 3 - 4)
  • 45-60 mins
  • Score Attack (full versus)
  • Light weight

Condottieri ("contractors") were Italian mercenary captains commanding free companies of soldiers. 
Each round a specific territory is chosen to fight over. Players then take turns playing cards or passing, attempting to amass the largest army. When all players have passed, the player with the highest total claims the territory. Besides normal mercenary cards, there are also special cards that can quickly turn the tide of battle. But be careful, in future rounds players can only use the cards left in their hand of 10, until everyone runs out of cards.
When a player claims their 5th territory (or 3 in a row) they win the game. Simple to teach, quick to play, travels well.

Sushi Go Party

  • Phil Walker-Harding
  • 2 - 8 Players (best with 4 - 5)
  • 20-40 mins
  • Set Collecting, Score Attack (no combat)
  • Light weight

A drafting game with a delightful theme, Sushi Go Party is all about collecting sets of different sushi as the cards move around the table like sushi moves around the belt. 
After setting up a menu of cards (either a prescribed list or randomly according to a set of criteria), players are dealt a hand of cards. Drafting occurs: Pick a card, pass the rest, play the card you kept. When all the cards are claimed, score the round. Do this 3 times, then score desserts. The player with the most points win.
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Mission: Red Planet

  • Bruno Cathala, Bruno Faidutti
  • 2 - 6 Players
  • 60 - 90 mins
  • Role Selection, Territory Control (direct combat), Score Attack
  • Medium weight

A row of rockets are leaving for Mars, with their destination and number of empty spaces listed. When the ship is full, it will deposit the astronauts on that space. Each round, players choose one of the 9 cards in their hand to play. When your number is called, you're allowed to place your astronaut(s) and perform any special action the card allows.
After round 5, 8 and 10, the whole board is scored and the player with the most astronauts in a space takes the resources accumulated there. At the end of round 10, the secret missions are scored and the player with the most points wins.

Ticket to Ride

  • Alan R. Moon
  • 2 - 5 Players
  • 30 - 60 mins
  • Route Building, Card Drafting, Score Attack
  • Light weight

One of our first recommendations for first-time board gamers, Ticket to Ride is a classic gateway game.
At the beginning of the game, players are handed Route Cards, that indicate if you connect a route from Point A to Point B, you earn a certain amount of points. On every turn a player can pick cards from the row to add to their hand, play cards from their hand to claim sections on the board, or request more Route Cards. But there's a risk: If you don't complete the route by the end of the game, points are deducted.
Easy to learn, fun to play, comes in many flavours each with their own twist to the classic.
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  • Michael Kiesling
  • 2 - 4 Players
  • 30 - 45 mins
  • Tile Placement, Set Collection, Score Attack
  • Light weight

Players are tilers for the great walls of the Royal Palace of Evora in Portugal. On your turn you select all similar tiles from one of the factories on the table. Any other tiles from that factory go to the middle. The first player to select a type of tile from the middle takes a small penalty, but can then take all similar tiles from the middle. When all tiles are gone, the round scores and the tiles are refilled.
When placing the tiles on your player board, a row must be filled with all the same tiles to score. In scoring, it fills that space on the wall and earns points for adjacent tiles. Any tiles that are too many for the row, fall off the wall and become negative points.

Ghost Stories

  • Antoine Bauza
  • 1 - 4 Players (best with 4)
  • 60 mins or the game beats you
  • Full Cooperation, Damage Control
  • Medium weight

The premise is simple: Survive the continued onslaught of ghosts until Wu Feng is reincarnated, then defeat that one card for the win. Sounds simple, but this game is relentless.
Each player is in charge of one of the four edges of the board, where ghosts spawn and slowly move towards the village in the centre of the board. On a player's turn, they can move one space an then either ask the townsfolk for help or fight the ghost in front of them (which involves rolling dice).
This game is known for being brutal.


  • Jean-Christophe Bouvier
  • 1 - 4 Players (best with 3)
  • 60 mins but may be longer depending on setup
  • Competitive score attack, very little interaction
  • Light-to-Medium weight

This is not a racing game, this is rally. Cars are released one turn apart so it's all about the fastest and most efficient times, not overtaking.
Players plan their turn space by space, by placing dice for different gears in order. Then they have the choice to take it carefully (one at a time) and have more control, or go all-out (roll all at once) but risk losing control in exchange for seconds shaved off their time. The gear the car ends their turn in will affect their overall time and their available maneuvers on their next turn. Losing control of the car not only costs valuable time, but can also damage the car and limit its capabilities.
This is one of our favourites at the store, for its unique take on a racing game. We're hotly anticipating the release of Rallyman GT early next year, which takes this formula to new heights.