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Antarctica

An ice-cold building game by Charles Cevallier for 2 to 4 players aged 10 and up

Your objective is to build research centers in Antarctica and to mine resources-for research purposes only, of course. The sun moves counter-clockwise above Antarctica, thawing ships which can be used for scientific progress. At the end of the game, you will receive victory points for all sorts of majorities. Will your team be the one that gained the greatest fortune ... um, contributed the most to rescue mankind?

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El Gaucho

A set collection and take-that game by Arve D. Fühler for 2 to 4 players aged 10 and up

In El Gaucho, you take the role of a cattle baron sending your gauchos to the Pampa to collect as much and as stately cattle as possible. Your gauchos exercise their abilities at the dice rodeo. The better they do during training, the easier they catch cattle in the field. Be smart and get in your opponents way with mean tricks by snatching the most valuable cattle from under their noses, or swing your lasso to abduct one of their animals. At home, sort your cattle by race and assemble them in herds only to sell them later for as many Pesos as possible.

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Hansa Teutonica

A game by Andreas Steding for 2 to 4 players aged 12 and up

Players compete for wealth and prestige as merchants in the Hanseatic League. There are many opportunities to do so: They may set up a network of branch offices in as many cities as possible, but they should also develop their talents and trading skills to become successful merchants.

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Score Sheets East Expansion
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Britannia Expansion
Yunnan

A game for hard boiled tea traders by Aaron Haag for 3 to 5 players aged 12 and up

YUNNAN - home of the delicious Pu'er tea. For more than 1000 years, the tea dynasties are providing this sought-after good via their horse caravans to faraway Tibet. A network of paths and roads leading through the jungles of Yunnan, the steppes of Sichuan and over the peaks of the Himalaya - the Tea-Horse Road is the traditional travel route of the tea traders. In YUNNAN, the players will control the fate of their tea dynasties. Their main goal is to establish a broad and secure trading network to deliver the tea to the farthest provinces, doing it better than their opponents. The main work behind the scenes is done in Pu'er, their home location: New traders need to be trained, better horses need to be acquired, and a good number of border passes need to be requested to be able to reach the farthest provinces.

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Desperados

A cooperative western game by Florian Racky for 3 to 6 players aged 12 and up

The Wild West - from respective films you know the hopeful settler who works hard to accomplish a better life. Or the gold digger dreaming of fortune and spending his remaining years in opulence. And of course the desperadoes who intend to participate in the achievements of the former without that much work. In this game players win altogether if they "earn" enough money as card sharpers, highwaymen and bank robbers in five game turns for their evening of life. All of them? No, one player takes the role of the marshal and advocates law and order.

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Coney Island

A game by Michael Schacht for 2 to 4 players aged 10 and up

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First Train to Nuremberg

A game by Martin Wallace for 2 to 4 players aged 12 and up

First Train to Nuremberg is a revised edition of Last Train to Wensleydale. You take the role of a railway promoter, backed by the investments of hundreds of local landowners. Your aim is to build lines that can make a profit from the transport of passengers and goods. However, money is not the only resource you require. Many locals will oppose your schemes and only with influence in the government will you be able to build over their land.

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Santa Timea

A card game by Dirk Liekens for 2 to 5 players aged 10 and up

Choppy sea, high waves. Wind from all points of the compass tears dauntingly at the sails of mighty Santa Timea and the convoying ships - they are almost in distress, and this time without any lifeboats at all! Players compete for orienting their ships towards the wind, to stand for as little damage as possible.

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Wind River

A game by Dirk Liekens for 3 to 4 players aged 12 and up

Before the settlers arrived at the great open plains, life of the Native Americans was driven by the move of the big buffalo herds. Each player becomes chief of a tribe and tries to survive the hard life without disturbing the balance of nature. And the buffaloes are moved by all players, so it might always useful to have a pow-wow to find out how the herd will move ...

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Lifeboats

A game by Ronald Wettering for 3 to 6 players aged 12 and up

In uncharted waters, the ship, Santa Timea, has collided with a reef, and the sailors set off in the old lifeboats for a hair-raising journey to sheltering shores. As the lifeboats move closer to the islands, water rushes in and sailors get thrown overboard. But it's all done democratically and the majority rules - unless you happen to play the Captain's Hat at the right time to overrule everyone.

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1001 Karawane

A game by Roman Mathar for 2 to 5 players aged 10 and up

When cameleers meet at the campfire after a long and straining journey, they tell each other stories about cities in the middle of the desert, from hidden oases, and flying carpets. A versed cameleer will of course not whistle-blow the exact location of these precious places, but if you can "read" the desert, you will find them anyway. And with the help of a powerful jinn, you may rearrange the location to your own benefit - or to the disadvantage of someone else.

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Die Jagd nach dem Gral

A game by Eric Solomon for 2 and more players aged 12 and up

The initiates have waited for this day for centuries, and now that the grail appeared, they are well prepared. Following an ancient plan, the grail shall be brought to its designated place. But do the other initiates have the same goal as you? Whom can you trust?

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Top or Flop

A game by Martin Schlegel for 2 to 5 players aged 10 and up

As a big player in film business you exert influence on the next box office hit - and also in the failure of your competitors. Victorious will be who can claim success, not the one who has actually done most for a film. Alliances will come and go while you struggle for the next blockbuster.

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The Garden Gnomes Society

A bucolic card game by Roman Mathar for 3 to 6 players aged 12 and up

This society is devoted to a feat that many would deem to be impossible: the breeding of garden gnomes. Join the club and do your best to breed a rare golden-capped gnome to secure the prestigious presidency of the Garden Gnomes Society for yourself.

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Metallurgie

A metallic game of cards by Maik Hennebach for 2 to 4 players aged 10 and up

To demonstrate your skill in the art of transmutation to the other alchemists, connect and transform iron, copper, silver and gold to gain some of these metals for yourself. If you use the laws of alchemy with wisdom and a bit of luck, you will leave the magic meeting with the most metals.

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UFOs! Fries from Space

A nourishing board game by Petra Brandenburger for 2 to 5 players aged 12 and up

Nobody loves you? Sometimes you feel like an Alien? Here is your occasion to really step into that role! Lay out a cunning plan for the Fast Food Invasion of Earth, because the way to a human’s heart is through his stomach. Will you become the Most Adored Fast Food Manager before your friends?

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