Digital game screen with the text 'PLAY TO WIN' in blue, a logo of playing cards in the background, and a neon-like glowing design.

Play to Win Games

What is Play to Win?

Play to Win games are donated by publishers. Everyone who plays a game from the Play to Win area of the library during the convention will entered for a chance to win that game at the end of the convention.

How does it work?

1. Check out a game from the Play to Win section of the library - these games are marked with Play to Win stickers.

2. After you return the game, you and everyone who played that game with you can enter into a drawing to win a copy of the game at the end of the convention.

3. Everyone who played, and wants to be entered for a chance to win, must submit a ticket with their name and phone number to the proper bin.

When is the drawing?

All Play to Win games must be returned no later than 1:00 PM on Sunday. This will give our volunteers time to make sure all the pieces are there and get the games together.

At 3:00 PM, we will start drawing names for the winners. You must be present at the convention to receive the game if you won. You will have one hour from the time we message to pick up your game before we move on and draw the next name, so remember to check your phone!

All games must be picked up by 5:00 PM on Sunday.

Pittsburgh Gaming Expo logo with a city skyline silhouette, a blue 20-sided die, and a blue controller symbol. Text reads "PGX Pittsburgh Gaming Expo" and "Play-to-Win Library".

2025 PLAY-TO-WIN GAMES

  • 20 Strong is a new deck-based game system from Chip Theory Games, capable of being played in about 30 minutes or less. We say “game system” because the idea behind 20 Strong is a small nucleus of simple, adaptable rules that can then be applied to a variety of unique decks, each with their own set of mechanics. We are launching 20 Strong with three such decks – one set in the world of Too Many Bones, one set in Hoplomachus: Victorum, and one in the new universe of the space-faring Solar Sentinels. We have more decks in development and plan to release them regularly if our customers are excited by them. For now, 20 Strong is a solo-only game, but even that could differ in future decks using the ruleset.

    The object of a game of 20 Strong is to progress through a shuffled deck of cards, each card bearing a unique challenge. This challenge could be in the form of an enemy, a unique scenario, or some other requirement (for example, players of the Too Many Bones deck might expect to see a Lockpicking challenge or two). Challenges usually require a certain number of successes to complete, which you earn by rolling a set of 17 dice with different odds for a hit (these dice, along with three adjustable stat dice, make up the “20” in 20 Strong).

    If you roll enough successes, you complete a card’s challenge and gain its rewards. If you don’t, you take damage and move on to the next card – unless, of course, your HP stat is reduced to 0, costing you the game. If you manage to make it through an entire deck, you take on one of the deck’s final bosses, attempting to score enough hits against this powerful enemy to claim ultimate victory.

    Of course, it’s never so easy that you’d want to spend all of your dice on a single card. In addition to your HP Stat, you’re also keeping track of your Strategy (which controls how many rerolls and items you have) and your Recovery, which controls how many dice return to your pool after taking on a challenge. If you roll more dice than your Recovery, those dice are exhausted, lowering your pool for your subsequent challenges. It’s a game of pressing your luck, strategic decision-making, and resource management. We think you’re going to love it!

  • 3-2-1 Countdown is a retro space travel-themed game in which players race to blast off by earning points with the lowest total hand value. Shed your cards onto one of the two discard piles by playing singles or sets, ending your turn by drawing a single card.

    The goal is to declare "countdown" and end the round with the lowest total value in your hand.

    • If the player who declares "countdown" has the lowest hand, they earn points and bonuses.

    • If another player has a lower hand, the declarer earns no points, and other players score instead.

    Deciding whether to keep shedding cards on your turn or risk declaring "countdown" is a strategic gamble!

  • Off the east coast of Australia is an underwater superhighway, a warm stretch of ocean called the East Australian Current. Here, your sea turtles swim amidst beautiful flora and fauna.

    Each round you choose dice which offer various advantages in this diverse ecosystem: select food cubes to feed ever-growing schools of fish, settle corals onto reefs, swim further down the current with your sea turtles or choose to be the first player to pick dice in the next round. Your various actions earn you points and whoever has the most points at the end of the game wins.

  • In Cabanga!, players try to get rid of their hand of cards as quickly as possible — but ideally without picking up penalties along the way.

    After the row cards and starting cards in all four colors have been placed in the middle of the table and players each have a hand of eight cards, the round begins. Players then take turns placing one card next to the matching row card in the middle, ideally with as small a difference as possible because the larger the number gap, the greater the chance that the other players will call out "Cabanga!" and throw cards with the values between the two number cards to the active player. These thrown-in cards are placed on the discard pile, then the active player must draw the same number of cards from the penalty pile.

    When a player has no more cards in hand, the round ends and all players count the points on their cards. As soon as a player has collected 18 points, the game ends and the player with the fewest points wins!

  • You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...

    In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

    Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:

    • Duke: Take three coins from the treasury. Block someone from taking foreign aid.

    • Assassin: Pay three coins and try to assassinate another player's character.

    • Contessa: Block an assassination attempt against yourself.

    • Captain: Take two coins from another player, or block someone from stealing coins from you.

    • Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.

    On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:

    • Income: Take one coin from the treasury.

    • Foreign aid: Take two coins from the treasury.

    • Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)

    When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.

    If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

    The last player to still have influence – that is, a face-down character – wins the game!

    A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.

    • Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.

  • Digsaw is a roll-and-cut game in which anyone can become an archaeologist!

    Each turn, players roll dice and use scissors to physically cut apart their dig site to recover priceless artifacts buried in the earth. Make careful cuts in an attempt to excavate artifacts one at a time until you have cut your dig site into little pieces. A skilled archaeologist needs both precision and patience because at the end of the game, only isolated artifacts will score!

    Are you a "cut" above the rest? Only the best student can be raised to the coveted position of senior archaeologist!

  • Somewhere on a doomed and distant planet, life has emerged, competing for supremacy until the world’s inevitable destruction. The object of the game is to score the most points by the time the world ends. Score points by playing Traits for your Doomlings’ species, making them more adaptable, resilient, and mischievous. As your Doomlings assert their dominance, Catastrophes will befall the planet, causing setbacks for each competing species. When the third Catastrophe inevitably strikes, the world ends, and the Doomlings with the strongest set of traits gets to look the Apocalypse in the eye and declare…“I scored the most points!”

    Throughout the game, players draw Trait cards from a community pile, and then play them for points. Traits can also have special abilities and bonuses, allowing players to build a wide range of winning combinations. The game is played in rounds, using Age cards, which have different rules that players must follow. But be warned, hidden in the Ages are Catastrophes: special rounds with adverse effects that force players to adapt their strategy.

    Doomlings adds a fun twist to hand management, by introducing the “Gene Pool” mechanic. Your Gene Pool is your hand size: it is unique to you, and it can increase or decrease through special Traits, or even Catastrophes. Doomlings includes 6 colorful Gene Pool counter cards, elegantly tracking how many cards you should hold at the end of your turn. There are opportunities to increase your Gene Pool (hand size), which can give your species a leg up by providing a larger pool of Traits to select from each turn.

    A lightweight card game for 2-6 players, Doomlings can be played casually amongst friends, or competitively by the gaming enthusiast family. Because there are no duplicate cards, and Age cards are chosen randomly, no two games are ever the same. While the game itself can be learned in 5 minutes or less, don’t be fooled: with 100+ unique Traits—in Red, Blue, Green, Purple and Colorless—and rare, powerful Dominant Traits, there are countless combinations of play to be discovered.

    A typical game takes between 20-45 minutes, depending on the number of players and sequence of events. Advanced-play expansion packs are also available, including a Hidden Objective expansion for a fun twist to the game. Doomlings requires no dice or additional pieces, just a jolly embrace of the inevitable end of the world!

  • You've prepared your whole life for this. Every movie you've seen, every show you've watched, every song you've listened to, every place you've visited, every book you've read, every kind of food you've eaten, and every person you've ever heard of makes you better at this game. It's finally time to get credit for everything you already know!

    In Everything Ever, you and your friends take turns listing things from categories like "Every Dinosaur Movie" or "Every Brand of Soap". Two category cards are in play, and on your turn, you must say something that fits in one category and something that fits in the other, with both of those somethings not having been said previously. If you can't think of something, you can play a category card from the three in your hand to cover the one you're blanking on, then name something from that new category. If you can't think of something for a category, you must take that pile as a penalty, then flip a new category from the deck.

    If you say something that fits both categories at the same time, you can either discard one of your penalty cards or draw a new category card from the deck, then play a third category card to the table. (Once someone is penalized, drop back to two categories.)

    Keep your friends' iffy answers in check with judge cards, and win by collecting the fewest cards once the deck runs out.

  • In Four Humours, you are a doctor in medieval times, and everyone knows that your personality is determined by an imbalance of your bodily fluids, a.k.a., the four humours:

    1. Choleric (Yellow bile) - Goal-oriented, decisive, ambitious.

    2. Sanguine (Red blood) - Talkative, enthusiastic, social.

    3. Melancholic (Black bile) - Analytical, detail-oriented, reserved.

    4. Phlegmatic (White phlegm) - Relaxed, peaceful, easy-going.

    The kingdom — composed of six map tiles with various locations — is filled with all types of personalities, from choleric sorcerers to phlegmatic peasants. ​Prove you're the best medieval doctor by visiting citizens throughout the kingdom so they can live out their life's ambitions...or lack thereof.

    Each turn, you play a personality potion from your hand onto a citizen on a scene card to determining that citizen's personality. Each citizen can have one of two potion types played onto it, and you play each token face down so you know the personality of the citizen, but none of the other players do. Once all citizens on two of the scene cards are covered with potions, all potions are resolved in the following order:

    • A lone choleric wins, whereas two or more are discarded, after which...

    • Two or more sanguines win, whereas a single one is discarded, after which...

    • Exactly two melancholics win, whereas more than two are discarded and a single one sneaks away, after which...

    • Any number of phlegmatics win.

    Place winning potions on the corresponding scene in the kingdom.. If a melancholic token sneaks away, place the potion on an adjacent scene connected by a path or bridge. After all potions have been placed, see whether you've completed any of the four randomized goals on display, such as having a potion on each of the six map tiles or occupying two pairs of locations that are connected by bridges. Then reveal four new scene cards and begin another round.

    When a player completes an objective, the first party tile is resolved. Party tiles are similar to scenes with citizens, but they are available to play onto on your turn at any point in the game. Once the players at the table have completed six total objectives, the last party tile is resolved and the game ends. The player with the most objectives completed wins!

    Alternatively, instead of using a shared kingdom board, you can play in "Fiefdom Mode", with each player having their own fiefdom board. After resolving scene cards, players place their winning personality potion covering a matching character in your fiefdom. The objectives now encourage you to cover all characters of certain types or to create a specific pattern within your Fiefdom.

  • When you think of a Village builder you sometimes think of card tableaux or static hex tile grids.

    Think again!

    Lots of buildings, all with different shapes, all fitting together in interesting ways.

    One central Hamlet that the players contribute to, with its own self-forming demand and supply economy.

    Villagers walking through the Hamlet, delivering food to households and building resources to construction sites.

    And one day, the Church will finally be built, and the once-little Hamlet has become a fledgling town.

    Who will be the biggest benefactor when that happens?


    Including solo mode by Nick Shaw & Dávid Turczi

    —description from the designer

    Hamlet is a medium weight competitive village builder where players are communally turning their Hamlet into a bustling little town. In this tile placing game, players construct buildings that everyone can use to create materials, refine resources, earn money and make important deliveries to construct the Hamlet’s big landmark - the Church.

    The game features irregular shaped tiles that connect together without a grid to form a village that is completely different every time. The tile placement organically creates interconnecting paths that the villagers use to transport resources across the village. This leads players to construct boards where no two games will ever feel the same. Since the buildings are communal, this also creates a fluid economy, where players are always working hard to provide the village with the resources that are most needed.

    The game is designed by David Chircop (Petrichor, The Pursuit of Happiness). It plays between 1 to 4 players, with a solo mode currently being developed. It will be published by award winning studio Mighty Boards (Excavation Earth, Posthuman Saga).

  • A baking competition card game for 2-6 players, where players race to collect the right ingredients for their recipes before other players sabotage them.

    Each player has 7 cards in their hand. These cards will be either ingredient cards that are used to complete their recipes, or strategy cards that the player can use to sabotage other players by stealing ingredients, spoiling ingredients, etc. Each player gets a recipe card laid on the table in front of them. When an ingredient is placed on the table, it becomes in play and vulnerable to other players actions.

    On each players turn, they can do 2 actions. Those actions can be putting an ingredient in play, playing a strategy card, or replacing a card in their hand. At the end of their turn, they draw back up to 7 cards.

    Each completed recipe is worth 1 point but there are "Blue Ribbon" cards and "Double Batch" cards that can give the player bonus points when a recipe is finished.

    The first player to 5 points, wins!

    The game includes 110 ingredient and strategy cards, and a collection of 24 recipe cards. The number of recipes could vary based on Kickstarter exclusive recipes, etc.

  • Tighten your tool belt and get ready to build your team of construction workers to restore a variety of fixer-upper houses. The market is hot and the houses sell fast so the race is on to snatch them up first.

    Some houses take more work than others, but the payoff is greater. Occasionally, you may run into an unexpected problem that requires an extra day on the job.

    The person who builds the most value in their real estate portfolio, wins!

  • The sun is shining, the wind is blowing, and you know just what to do — gather your friends to fly some kites!

    In Kites, everyone works together to keep all their kites — represented by colorful sand timers — in the air. Take turns playing cards, flipping the sand timers, and coordinating with other players to ensure none of the timers run out. If it does, a kite has crashed! Add complication cards for additional challenges.

    Play all of the kite cards in the deck, and everybody wins!

  • The Straw Hats gear up for their greatest battle yet: lunch! Luffy's Bento Panic features an all-out battle between your favorite pirates for a piece of Sanji's delicious cooking. Play as the Straw Hats as you fight for your favorite foods in this chaotic 3-9 player game.

    To play, sit in circle formation and point to grab food, mischievously steal from fellow pirates, or eat food you've collected for points. Eat the most food to win, but watch out because any pirate bold enough to leave extra meat on their plate may just be left empty handed when Luffy shows up. His appetite is endless, and he won't stop until he's eaten any unclaimed food on the table!

  • The definitive version of a Michael Schacht classic, Patrician: Towers of Influence features an updated presentation, new two-player rules, and two expansion modules.

    Welcome to 13th Century Italy, a time when wealthy Patrician families build magnificent towers to represent their power and prosperity: the more influential the family, the taller the tower! You are a master builder, ready to profit from the vanity of the Patrician families. You take building orders, adding floor after floor, and when a tower is complete, you’ll be there to take the credit. At the end of the game, the builder with the most victory points wins!

    Patrician: Towers of Influence is delightfully effortless to play. Each turn, play a Building card, which allows you to add to a tower in the matching city. Some cards allow you to take special actions that help you or hinder others. Next, take the face-up card from the pile next to the city where you just built a tower. As the game goes on, players will continue to build up the various towers, and points are scored for who controls the tallest towers in each city, as well as for playing Patrician portrait card sets. In the end, the builder with the most points wins!

    This new version of the classic game includes several expanded ways to enjoy the game. When playing with two players, you compete against the Architetto, a wily bot opponent who thwarts your plans. The Trade Routes and Delegates modules can optionally be added in to increase the decisions and affect final scoring.

  • In Rajas of the Ganges: Cards & Karma, you compete for coveted double-sided cards that show buildings, goods, ships, or palace actions on one side and a colored die value on the other. Always keep an eye on your opponents' actions and plans because what they would like to build could instead be useful to you as a dice card. Although perhaps you want to acquire another building yourself and increase your fame...provided you have the appropriate dice cards in your hand as a resource — or would you rather sell goods to get money?

    Pay attention to the 3 because if you have three cards of one type, you must swap them for workers — and while workers are multifunctional and useful, you don't always want to get rid of your cards just yet.

    The first player to turn over all six target cards one by one through fame or money wins.

  • River Trek is a strategy game of placing trading posts and moving stacks of explorers along the path of a river.

    On your turn, you pick up a stack of explorers, called a caravan, and move it mancala-style by dropping the explorers one at a time off the bottom of the stack as it travels forward. Each explorer dropped on a space earns money if a trading post of the same color is on the space, so other players may earn money on your move. Drop an explorer on a river crossing, and it washes downstream to the previous river crossing. Drop an explorer on an animal token, and the owner of that explorer receives a special ability.

    When a caravan reaches the source of the river, the game ends and the player who has made the most money along the way wins.

  • It’s time for the Selection Committee of the Animal Kingdom to choose the new monarch to rule over all. Now it’s up to you to appease the five council members on the Selection Committee to win the Regency. The catch...each Committee member is appeased in a different way, so you must choose wisely as you can only appeal to one each Age.

    Roar and Write is a competitive press-your-luck game about impressing different council members on the selection committee, garnering favor throughout the five kingdoms, and completing your own personal objectives to rise to the top of the selection committee's choices for the new ruler of the Animal Kingdoms.

    Do you have what it takes to impress the Selection Committee over your opposing candidates?

    Roar and Write is played over 5 ages, and in each age a communal pool of 6 dice is rolled three separate times. You’ll select dice in order to make offerings to members of the council and gain favour in the 5 kingdoms, ultimately trying to meet a council member’s unique preferences (such as a certain sum, all 1’s, only odds, etc).

    The more selection council members you appease throughout the 5 ages, the more you are rewarded. The sooner you write down your last council offering of the age the better. But don’t forget your own needs too! Fulfilling your own personal agenda will boost your score as well.

    At the end of the 5th Age, your personal agenda is revealed, scores are tallied, and the new Monarch is revealed!

  • In Shallow Sea, a multi-layered puzzle board game inspired by the breathtaking beauty of the Great Barrier Reef, players create their own vivid ocean landscapes by strategically arranging an array of marine life, colorful fish, and corals. Unlike typical puzzle games in which pieces merely stack up, the elements in Shallow Sea can activate, deactivate, and even move, creating exciting combos and thought-provoking dilemmas that keep you on your toes.

    On your turn, choose tiles showing fish, coral, or sea life, and place them on an empty space on your board. When fish surround a coral of the same color, you flip over the completed coral, which becomes a home for fish. Choose which fish will inhabit the coral, keeping the puzzle and ecosystem cards in mind. Use seashells to lure fish and move them, ideally completing multiple coral at once if you build them strategically.

    Invite other creatures to enrich your ocean, trying to match the distinct scoring requirements of the ecosystem cards in order to score the most points.

  • Sonic is back alongside some familiar faces in 3 high speed battle modes! Race against other players, blast opponents that stand in your way, and search for the lost Master Emerald Shards. Gather your friends and rivals to compete in the ultimate challenge!

    Sonic Speed Battle consists of three separate card games, each being 2-4 players that use the same deck but in completely different ways! With 24 characters to pick from, the battles are endless!

    Ready? Gotta go fast

  • Super Snipers is a head-to-head sniper dueling game featuring a familiar Tetris mechanic used in a novel and exciting way.

    In Super Snipers, players assume the roles of genetically and cybernetically enhanced soldiers, each racing to locate and kill the other Super Sniper first. They do this by placing polyominoes (called “Focus”) onto grids. They must locate their opponent, isolate innocent bystanders, and make their kill. The first player to make 3 kills wins.

    Super Snipers has a simultaneous turns Duel Mode, a real-time Quickdraw Mode, a solo turn-based Contract Mode against an automa, and an intense solo real-time Hostage Rescue Mode against two automa in a hostage situation.

  • It’s all connected! In this sneakily strategic card game, players flip, twist, and turn their cards to align and cover their opponents’ shapes with matching squares, triangles, and rectangles. With an ever-growing board, up to 8 colors light up game night with TACTA. Analyze, strategize, and optimize because in TACTA, every card counts.

  • In the co-operative dexterity game TowerBrix, you build a tower out of bricks, with the cards in your hand telling you who has to fulfill which conditions — but each person knows only their own tasks and cannot tell the others about them. During the building process, the aim is to find out which conditions must be fulfilled in order to successfully complete the round.

    TowerBrix features different levels of difficulty and additional missions.