Novelties
Skill games
Pocket Pisa
601105220€17.99
Pocket Pisa tilts before the first tower is even finished: a rocking platform waits for 14 wooden blocks, and gravity is already smirking. In this compact balancing game, 2 to 4 players from 8 years take turns placing a piece while the value of the growing Leaning Tower climbs with a card. The push-your-luck mechanic keeps every decision sharp. A player may leave the height race and collect points, or stay in for a bigger reward while the structure sways. Dexterity matters as much as timing, because one overconfident move can send the build crashing down and wipe out a scoring plan. The box includes 1 wobbly base, 1 wooden roller, 14 game pieces, 33 cards and game rules. A round has a play time of about 20 minutes, so Pocket Pisa suits a quick table challenge, a trip bag or a game night between larger titles. Made in Germany, the game packs tactical risk, steady hands and a little high-rise nerve into a small format. The tower may lean, the points may tempt, and the next block always looks easier before it touches the top.
Family games
Nein! Doch! Ohh!
601105215€19.99
Under the cups, 4 hourglasses are quietly running out, and Nein! Doch! Ohh! asks who can feel the seconds better than the table can hide them. One colored die points to the active timer, then the question hangs in the air: is the sand still running, or has time already slipped away? This family game by Christoph Cantzler plays with 2 to 5 players from 8 years and has a play time of about 20 minutes. The round practises estimating time as players judge invisible sand timers and react with No, Yes or Ohh. After each check, the revealed hourglass is turned over again, so earlier guesses can suddenly stop being useful. The colored die also moves the hidden cups, and players have to remember where each timer might be while the table keeps shifting. Inside the box are 4 hourglasses, cups and 1 colored die. The rules stay lean, but the tension grows with every covered timer. For game nights, the appeal sits in the tiny pause before a cup is lifted. A sure call feels brilliant, a wrong one gets the table laughing, and only the sand knows the answer
Children’s games
Funkel Munkel
601105205€29.99
Funkel Munkel turns a diamond mine into a lively children's game where hidden movement and sharp observation decide who brings the richest haul back to daylight. Beneath the double-layered game board, minecarts travel through the darkness out of sight, so each turn asks players to track positions carefully while gemstones disappear into the shafts above. The central mechanism creates its own stage effect: 8 deep mine shafts send diamonds down into the underground vehicles, and the carts later emerge carrying their sparkling cargo back out of the tunnel. Because the routes run criss-cross under the board, remembering which cart belongs where matters just as much as choosing when to move. The easy-to-understand introduction keeps the rules approachable, while the hidden paths and shifting cart positions keep the table focused on every action. For 2-4 players aged 4 and up, the short playing time fits neatly into repeat rounds without losing tension. Around the table, each move invites quick glances across the board, careful recall of earlier turns, and excited moments when a cart resurfaces loaded with gems. Funkel Munkel suits family play sessions, children's game afternoons, and short rounds where observation, memory, and a little nerve shape the result.
Social & Parlour games
Der Turm
601105216€11.99
A tower with a bad habit of spitting gemstones back out waits at the centre of the table. In The Tower, 2 to 5 players from 8 years hide their own gemstones across 10 movable levels and try to remember where space is still waiting. Each round opens one level of the modular tower, then the pieces stack back in a new order. If that level is already too full, the exposed gemstones tumble out again and the careful plan suddenly looks a little shaky. Memory and observation sit at the heart of the game, because the shifting floors keep changing the path of every gemstone. The aim is plain and tense: place all own gemstones in the tower before the others manage it. A round takes about 15 minutes, so the tactical party game stays quick, lively and easy to bring back to the table. Inside the box are 10 tower levels, 36 gemstones and 10 number tokens. The clever table presence comes from the tower itself, not from a long rulebook. Every opened floor asks for timing, nerve and a good sense of where the gems have gone
Family games
Mini Geistesblitz (in metal tin)
601105140€5.99
Geistes Blitz Mini packs the sharp visual tension of Jacques Zeimet's reaction game into a compact travel format with a round metal tin, 60 cards and 5 wooden figures. Each turn starts with one card flipped at the center, and the table has to read color and shape in a split second while hands race toward the right figure. The mechanism gives every card a clear twist. If one object appears in its original color, that exact figure must be grabbed at once. If neither shown object matches its original color, the correct choice is the figure whose shape and color are both absent from the card. This simple rule creates fast shifts between direct recognition and elimination logic, so observation and quick decisions matter on every turn. The wooden ghost, book, bottle, mouse and chair are large enough to read clearly in the middle of the table, which keeps the action immediate even with a full group of 2 to 8 players. With an age recommendation of 8+ and a playing time of 20 to 30 minutes, the mini edition suits short rounds on trips, at family gatherings or between larger game sessions. The small tin stores the full set neatly and keeps Geistes Blitz ready for play away from the shelf.
Family games
Mini Heckmeck am Bratwurmeck (in metal tins)
601105091soon available again
Mini Heckmeck am Bratwurmeck packs the cheeky spirit of the popular dice game into a compact travel format with a round metal tin, 8 dice and Bratwurm tiles numbered from 21 to 36. Designed by Reiner Knizia, it fits easily on a café table, train tray or holiday apartment shelf, where every roll pushes the race for the most valuable worm portions forward. The 8+ age marking, 2-7 player range and 20-30 minute playing time give the game a flexible table presence without stretching the session. The numbered tiles create a clear score ladder from 21 up to 36, while the worm symbols on the dice and tiles tie the theme directly into the scoring. The mini format keeps the familiar Heckmeck character intact while reducing the footprint for travel, short breaks and spontaneous rematches. On weekend trips, school holidays or a quick round after dinner, the small tin opens into a lively contest of rolls, timing and nerve. It suits shelves with limited space just as well as a packed day bag, and with a playing time of around 20-30 minutes, repeat rounds fit easily into shorter game sessions.