Fantasy
011
Type: Auction/Deduction Game
Number of players: 3 – 6
Age of players: 12 and up
Length: 90 minutes
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A Game of Thrones Board Game
Type: War/Negotiation Game
Ages: 14 and up
Number of Players: 3 – 6
Playing Time: 180 minutes
King Robert Baratheon is dead, and the lands of Westeros brace for battle.
In the second edition of A Game of Thrones: The Board Game, three to six players take on the roles of the great Houses of the Seven Kingdoms of Westeros, as they vie for control of the Iron Throne through the use of diplomacy and warfare. Based on the best-selling A Song of Ice and Fire series of fantasy novels by George R.R. Martin, A Game of Thrones is an epic board game in which it will take more than military might to win. Will you take power through force, use honeyed words to coerce your way onto the throne, or rally the townsfolk to your side? Through strategic planning, masterful diplomacy, and clever card play, spread your influence over Westeros!
To begin the game, each player receives an army of Footman, Knight, Siege Engine, and Ship units, as well as a set of Order tokens and other necessary components. Each player also receives a deck of unique House Cards, which are used as leaders in battles against rival Houses.
Each round in the game is made up of three phases: the Westeros Phase, the Planning Phase, and the Action Phase. The Westeros Phase represents special events and day-to-day activities in Westeros. There are three different Westeros Decks, and each denotes a different global action, potentially affecting all players.
The Planning Phase is perhaps the most important. Here you secretly assign orders to all of your units by placing one order token face down on each area you control that contains at least one unit (Knight, Footman, Ship, or Siege Engine). This portion of the game emphasizes diplomacy and deduction. Can you trust the alliance that you made? Will you betray your ally and march upon him? Players may make promises to each other (for aid or peace, for example), but these promises are never binding. The result is tense and compelling negotiations, often ending in backstabbing worthy of Westeros!
During the Action Phase, the orders are resolved and battle is entered! When armies meet in combat, they secretly choose one of their House cards to add strength to the battle. Finally, the Houses can consolidate their power in the areas they control and use that power in future turns to influence the the their position in the court of the Iron Throne and to stand against the wildling Hordes.
In addition to featuring updated graphics and a clarified ruleset, this second edition of A Game of Thrones includes elements from the A Clash of Kings and A Storm of Swords expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations like player screens and Tides of Battle cards.
Tides of Battle cards are an optional mechanism that brings an element of unpredictability to combat, representing erratic shifts in the momentum of war due to factors such as weather, morale, and tactical opportunity. During each combat, both players draw one Tides of Battle card from a communal deck, and its value modifies the strength of his chosen House card. What's more, such a card may also contain icons that can affect the outcome of the battle...all of which delivers a new level of intensity to your military engagements.
A Game of Thrones Living Card Game - Core Set
Type: Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 60 minutes
Expanded by:
A Game of Thrones LCG: Core Set
"When you play the game of thrones, you win or you die. There is no middle ground."
-Cersei Lannister
Across the Seven Kingdoms, the Great Houses of Westeros struggle to control the Iron Throne. The battle begins here in the A Game of Thrones Core Game.
The beloved heroes, villains, locations, and events of George R.R. Martin's A Song of Ice and Fire saga come to life in this customizable card game. Players take control of the Starks, Baratheons, Lannisters, or Targaryens and attempt to plot, fight, conspire, manipulate, and bribe their way to victory.
The A Game of Thrones card game can be played in a multiplayer "melee" format with 3-4 players, or in a one-on-one "joust" format with 2 players. But whichever format you choose, the game has only just begun! In the world of the Living Card Game™, hundreds of additional cards are available separately, allowing players to customize the four houses included here, or create entirely original decks.
Welcome to A Game of Thrones: The Card Game, where you'll experience George R.R. Martin's Westeros like never before!
Game Contents:
- Game Board
- Rulebook
- 6 Plastic Title Markers
- 6 Multi-player Reference Cards
- 60 Power Counters
- 44 Gold Coins
- 6 House Cards
- Four 52-cards Decks
Arkham Horror
Type: Cooperative
Number of players: 1-8
Age of players: 12+
Length: 2-3 hours
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Arkham Horror was originally published by Chaosium, Inc. , in 1987. This new, updated edition from Fantasy Flight features stunning new artwork and graphical design (including a new gameboard, counters, cards, and playing pieces) as well as revised and expanded rules from the game's original creator, Richard Launius.
Players can select from 16 unique playable investigator characters, each with unique abilities, and will square off against the diabolical servants of 8 Ancient Ones, including Ithaqua, Hastur, and the terrible Cthulhu! No fan of the Cthulhu Mythos will want to miss the opportunity to acquire this classic Call of Cthulhu board game!
Ascension: Chronicle of the Godslayer
Type: Card Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
Integrates with:
Ascension is a fast paced deckbuilding game designed by Magic™ Pro Tour champions Justin Gary, Rob Dougherty, and Brian Kibler, with artwork by Eric Sabee. Ascension is a deck-building game where players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly.
Gameplay is similar to other deckbuilding games, with the player adding cards to their deck by purchasing them from a central deck, which has the top six cards revealed and available for purchase. When cards are removed, they are replaced with a new one from the top of the deck. Victory points are earned in three ways: firstly, each card purchased is worth one or more victory points; second, victory points can be gained by defeating monsters with a power resource featured on several of the cards; finally, some cards give victory points directly each time they are played.
Ascension: Return of the Fallen
Type: Card Drafting
Number of players: 1 – 2
Age of players: 8 and up
Length: 30 minutes
Integrates with:
This 120-card expansion to the original Ascension game includes 65 new cards for the Center Deck, two 10-card starting decks and 35 “always available” cards. The expansion can be played standalone as a two-player game, or you can add all of the new cards to your original copy of Ascension: Chronicle of the Godslayer™ to create a brand new play experience that allows for up to six players to get in on the action.
Ascension: Return of the Fallen brings tons of new content to the table, including the Fate mechanic, which allows cards to impact the game the moment they appear in the center row. In addition, each faction gets brand new cards that work well on their own, but also expand strategies and combos from the original game! Players will also have the chance to take down Samael, the Fallen and take over his hordes of monsters as their reward.
Bridge Troll
Type: Card game
Number of players: 3-6
Age of players: 10+
Length: 45-60 minutes
In BRIDGE TROLL, you and your friends are hideous trolls who each guard a troll bridge. Each turn, you throw boulders to bid for travelers, who vary in number depending on the weather for that day.
ravelers include fat merchants, pilgrims, poor monks (who make good eating), and if you are lucky, royal personages. As travelers come to your bridge, you use them to collect tolls. But watch out! Knights, bandits, dragons, and vicious Billy Goats Gruff prowl the countryside. You'll have to use some of your boulders to chase them away (which means you’ll have fewer left to use on your bridge!).
Although you need to collect tolls from travelers so you can buy building supplies, working on your bridge makes you hungry, so you will have to eat some of your travelers instead. It is important to
alance tolls with food in order to make your bridge very appealing to travelers. If you eat too many travelers or just collect money, you won't be able to fix up your bridge. The player who uses toll-money, food, and boulders to build the most impressive troll bridge operation wins the game.
Castle Panic
Type: Co-op
Number of players: 1 – 6
Ages: 10 and up
Playing time: 60 minutes
The forest is filled with all sorts of Monsters. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods.
Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle Towers? You will all win or lose together, but in the end only one player will be declared the Master Slayer!
Castle Panic is a unique, cooperative strategy game for 1 to 6 players ages 10 and up.
Players must work together to defend their castle, in the center of the board, from monsters that attack out of the forest, at the edges of the board. Players trade cards, hit and slay monsters, and plan strategies together to keep their castle towers intact. The players either win or lose together, but only the player with the most victory points is declared the Master Slayer.
Players must balance the survival of the group with their own desire to win.
Celtica
Type: Set collecting
Number of players: 2 – 5
Age of players: 10+
Length: 45 – 60 minutes
An old Irish legend tells of the hero, Chú Chulainn, who gathered 10 brave men together to drive the enemy from their land in a great battle. After returning home, he gave each of his followers a magic amulet. Each amulet was similar: the 9 outer parts were identical, but the middle part of each was different, making it possible to distinguish one from the other. The amulets brought their owners and their offspring respect and wealth. When the Vikings conquered the land, they destroyed the amulets, scattering the parts of each throughout the land. The players take the roles of adventurers in 11th century Ireland, who seek to recover the parts of the amulets and put them back together. Five druids have pledged to help you in your endeavor. The player who finds parts and puts together the most amulets will win the game and become the new Celtic king!
Chaos in the Old World
Type: Fantasy Area Control
Number of players: 3-4
Age of players: 13+
Length: 90 minutes
An open copy of this game is available for demonstration.
Expanded by:
In the Warhammer world, four Gods of Chaos battle for supremacy. Khorne, the Blood God, the Skulltaker, lusts for death and battle. Nurgle, the Plaguelord, the Father of Corruption, luxuriates in filth and disease. Tzeentch, the Changer of Ways, the Great Conspirator, plots the fate of the universe. Slaanesh, the Prince of Pleasure and Pain, the Lord of Temptations, lures even the most steadfast to his six deadly seductions.
In the Chaos in the Old World board game, each player takes the role of one of the malevolent Lords of Chaos. Each god’s distinctive powers and legion of followers give the controlling player unique strengths and heretical abilities with which to corrupt and enslave the Old World. Yet, as the powers of Chaos seek domination by corruption and conquest, they must vie not only against each other, but also against the desperate denizens of the Old World who fight to banish the gods back to the maelstrom of the Realm of Chaos…for now.
Chaostle
Type: Fantasy War Game
Number of players: 2 – 8
Age of players: 10 and up
Length: 120 minutes
Chaostle is a unique game in that it combines the fun of tabletop miniatures gaming and conventional board games. The structured multi-level castle game board provides many levels of strategy. The simplified and exciting battle system allows this game to be enjoyed by heavy game players as well as those who are new to miniature games.
Chaostle has many levels of strategy from picking your starting army to moving throughout the multi-level castle towards victory. A game with pure strategy, however, would be just another chess game and not like real life where nothing ever goes as planned. Therefore, chaostle has many fates that constantly effect the game ranging from mild setbacks to cataclysmic earthquakes. These unpredictable twists of fate can be either from the card of happiness or the card of doom.
The Chaostle game board is currently being produced. The entire board will be displayed as soon as we get samples from the manufacturer. The image of the shark trap is a sample section of one corner of the board as it was being illustrated by fantasy artist Susan Dawe. Three other traps exist on the board including the snake pit, spider lair and torture chamber.
Chaostle features 23 three-dimensional castle walls that are secured onto the game board. The fantasy fighters can move any direction throughout the castle including up and down stairways to change levels. The castle sections were originally sculpted by Bruce Hirst of Hirst Arts.
The game comes standard with sixteen collectible plastic miniature characters. Additional characters will be available and released in the future as add-ons to the game that will be sold separately. The first set of eight add-on characters will be available soon after the release of the game. Adding new characters to the game adds to the strategy and variety of game play.
Each character has a battle card containing the character's statistics, weapons, special skills and upgrades. The battle cards have holes where pegs are inserted to allow for easy tracking of the statistics and upgrades.
Claustrophobia
Type: Battle
Number of Players: 2 − 2
Playing Time: 45 minutes
Ages : 14 and up
Expanded by:
This game is for two players, one plays the demons and the other the human Westerners. The two camps are found in the middle of labyrinthine sewers. The board is built during the course of the game.
Claustrophobia is scenario based, resulting in a high replay value, especially as each camp is played differently…
For the Westerners it is a question of surviving the increasingly violent attacks of the demons. While the light sources are reduced progressively, the demonic troglodytes become increasingly stronger and return in ever increasing numbers!
Of course the human player has to organize their figurines to keep them protected, while using their equipment as well as possible in order to win the scenario!
The game contains pre-painted miniatures.
Colossal Arena
Type: Bidding
Number of players: 2-5
Age of players: 8+
Length: 60 minutes
An open copy of this game is available for demonstration.
In Colossal Arena there is a group of eight creatures that are fighting. Each round, one of the creatures will die. To decide which unlucky sod will be the victim, players put numbered power cards in front of the creatures, with the lowest one going the way of the dodo. But what makes this game interesting at all is that players can make five bets throughout the game which will sometimes allow them to use a creature's special power and gives the game a method of scoring at the end.
Cyclades
Type: Area Control
Number of Players: 2-5
Ages: 13+
Playing time: 90 minutes
Be prepared to travel to the Cyclades archpelago during the golden age of the ancient Greece.
With the blessing of the Gods of Olympus and the support of Mythological Creatures, recruit troops, build ships, create fortresses and construct metropolises. The struggle to bring your people to their highest glory will be legendary!
With Cyclades, Bruno Cathala and Ludovic Maublanc (Mr. Jack, Dice Town) reinvents development and conquest games. In a ninety minutes game, live through an incredible adventure in which soldiers, philosophers, mythological creatures and gods are common.
D&D Castle Ravenloft Board Game
Type: Co-operative/Fantasy
Ages: 12 and up
Number of Players: 1 – 5
Playing Time: 60 minutes
The master of Ravenloft is having guests for dinner—and you are invited!
Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1–5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.
Castle Ravenloft includes the following components:
- 40 plastic heroes and monsters
- 13 sheets of interlocking cardstock dungeon tiles
- 200 encounter and treasure cards
- Rulebook
- Scenario book
- 20-sided die.
D&D: The Legend of Drizzt Board Game
Type: Co-operative
Ages: 12 and up
Number of Players: 1 – 5
Playing Time: 60 minutes
Compatible with Castle Ravenloft and Wrath of Ashardalon.
A cooperative game for 1–5 players based on the New York Times best-selling adventures of Drizzt Do’Urden.
The adventures of Drizzt Do’Urden, as told in the New York Times best-selling Forgotten Realms novels by R.A. Salvatore, come to life in this thrilling board game. Take on the role of the legendary drow ranger or one of his famous adventuring companions, battle fearsome foes, and win treasure and glory.
Designed for 1–5 players, this board game features multiple scenarios, challenging quests, and cooperative game play. The contents of this game can also be combined with other D&D Adventure System Cooperative Play board games, including Castle Ravenloft and Wrath of Ashardalon, to create an even more exciting experience.
This game includes the following components:
- 42 plastic heroes and monsters
- 13 sheets of interlocking cardstock dungeon tiles
- 200 encounter cards and treasure cards
- Rulebook
- Scenario book
- 20-sided die

D&D: Wrath of Ashardalon Board Game
Type: Co-operative
Ages: 12 and up
Number of Players: 1 – 5
Playing Time: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
A cooperative game of adventure for 1-5 players set in the world of Dungeons & Dragons. Compatible with Castle Ravenloft.
A heavy shadow falls across the land, cast by a dark spire that belches smoke and oozes fiery lava. A cave mouth leads to a maze of tunnels and chambers, and deep within this monster-infested labyrinth lurks the most terrifying creature of all: a red dragon!
Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative game play.
This game includes the following components:
• 42 plastic heroes and monsters
• 13 sheets of interlocking cardstock dungeon tiles
• 200 encounter and treasure cards
• Rulebook
• Scenario book
• 20-sided die
Defenders of the Realm
Type: Co-operative
Ages: 13 and up
Number of Players: 1 – 4
Playing Time: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
“Our Liege is in desperate hour! From what grievous cause have these accursed races arisen? Orcs, Dragons, Demons and the Dead make haste towards Monarch City. The King and Countryside of Monarch City is in need of valiant Heroes!”
Will you answer the King's call?
In the ancient Citadel of Monarch City, the King calls to arms the finest Heroes to defend against a Darkness that engulfs the land. You and your allies must embark on a journey to defend the countryside, repair the tainted lands, and defeat the four creature factions before one of them enters the City. And they approach from all sides! Fast populating Orcs! Fierce Dragons! Undead that bring Terror! And Demons! All tainting the land in their wake. There are several paths to defeat, but only one path to victory, and only the most valiant Hero will be named King's Champion.
Defenders of the Realm is a cooperative fantasy board game in which 1-4 players take a role as one of the King’s Champions (Choose from Cleric, Dwarf, Eagle Rider, Paladin, Ranger, Rogue, Sorcerer and Wizard). You, as one of the King's Heroes make use of strategy, special abilities, cooperation, card play and a little luck in Defense of the Realm for a unique experience every adventure. But be forewarned! There is never time to rest. As each Enemy General is struck down in battle, the remaining dark forces only grow more difficult to vanquish and their march to Monarch City gets faster with each Hero victory!
Contents:
- Rulebook
- 24" x 30" Game Board
- 8 Hero Character Cards
- 8 Hero Miniatures
- 4 General Character Cards
- 4 General Miniatures
- 100 Minions
o 25 Black (Varkolak’s Undead)
o 25 Blue (Sapphire’s Dragonkin)
o 25 Red (Balazarg’s Demons)
o 25 Green (Gorgutt’s Orcs)
- War Status Board
- Deck of Darkness Spreads Cards
- Deck of Hero Cards
- Deck of Quest Cards
- 12 Tainted Crystals
- 5 Magic Gate Tokens
- 12 Dice – 3 per color (Black, Blue, Red, Green)
- 7 Status Tokens (War Status, 4 General Wound Markers, Sorceress Status and Eagle Rider Status)
- 42 Life Tokens
Descent: Journeys in the Dark
Type: Cooperative Adventure
Number of players: 2-5
Age of players: 12+
Length: 4 hours
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
- Altar of Despair
- Well of Darkness
- Tomb of Ice
- Quest Compendium
- Sea of Blood
- Sea of Blood Mounted Game Board
In Descent: Journeys in the Dark, heroes explore the corridors, chambers, and caverns that exist below the surface of the world, gathering equipment and treasure, battling monsters, and working together as a team to complete their quest. Can you survive the dark?
Dragon Rampage
Type: Area Control Game
Ages: 10 and up
Number of Players: 3 – 5
Playing Time: 90 minutes
“Sure, the treasure around the sleeping dragon looked like it would be easy to get. At least the Rogue was convinced that sneaking in and grabbing an arm load of loot would be a cinch...things were going well until the Barbarian knocked over a stack of golden platters and the Dragon awoke. Needless to say, he was not too happy to see us going through his treasure. The first to run was the Rogue, as usual — hide in the shadows is her motto — but no Paladin runs when a fight is at hand. So I hefted my sword and attacked, expecting to see lots of help, minus the Rogue of course. Instead, as I was bringing down my sword, I saw out of the corner of my eye the Wizard AND the Dwarf edging toward the door...it is going to be one of those days.”
Dragon Rampage is a strategic dice game by Richard Launius who has created games including Arkham Horror and Defenders of the Realm. Each player takes the role of one of the adventurers (all with different abilities) and the goal is to score the most points at the end of the game by fighting against, or running from (or some combination of the two) the dragon you just woke up, and tallying up the treasure and gold you obtain in the dungeon. Players roll 7 specially designed dice, and can choose whether to focus on grabbing treasure (from the dragon or from another player), fighting the dragon, protecting themselves and their treasure, or running for the exit. Try not to draw the dragon’s attention as you make your way, and note that your fellow adventurers may hinder (or aid) you in your strategy and that the final scoring changes depending on how the game ends, so watch your step!
Components:
• 24" x 17" Game board
• 8 Special Action Dice (etched)
• 6 Character Mats
• 6 Character Decks (12 cards each)
• 6 sets of Hero Action Tokens (9 per set)
• 50 gold coins
• 6 sets of Dragon Wound Tokens
• 30 Hero Wound Tokens
• Treasure Deck (24 cards)
• Dragon Rampage Deck (24 cards)
• 8 Player Movement Tokens
Dragonheart
Type: Card Game
Ages: 8 and up
Number of Players: 2
Playing Time: 30 minutes
An evil wizard has placed the Great Dragon, the protector of the realm, into a stony slumber, its fiery breath locked away in a ruby jewel called the Dragonheart. With the land’s guardian imprisoned, trolls and fire dragons run amuck, barely held in check by brave knights and canny huntresses. Meanwhile, enigmatic sorceresses tap the magic of the Dragonheart to their own ends. If you can bring order to these factions before your opponent does, you’ll control the fate the Great Dragon... and the realm itself.
As a disciple of the Great Dragon, it is up to you bring order to the various factions in an attempt to free him. Or, as a minion of the evil wizard, you must see that the Great Dragon sleeps forever. Will you free the people of the land from the terrors that plague them, or forever doom them to suffering?
Dragonriders
Type: Racing Game
Number of players: 2 – 6
Age of players: 10+
Length: 60 minutes
Climb aboard your trusty steed and lift off for the race of your life! The players race their dragons on a course in a deep and winding canyon. You have some magic to use to aid your cause, or hinder your opponents, but the real test is your skill at maneuvering your dragon through the course to reach the finish line ahead of the others. Players choose their speeds on each round secretly, but then must move at that speed, even if other dragons or canyon walls are in the way. The movement system gives players more maneuverability at lower speeds than at higher, so you cannot turn your dragon on a dime unless you are going very slowly - an important consideration in those hairpin turns! The track is made of two-sided tiles, so players can design their own races and change them every race to keep things fun and exciting!
Drakon - 3rd Edition
Type: Tile Placement
Number of players: 2-6
Age of players: 10+
Length: 40 minutes
An open copy of this game is available for demonstration.
The old dragon Drakon has captured a brave band of adventurers who have sneaked into her lair to steal her gold. But rather than eat them immediately, Drakon has decided to make it a game: Greed shall set one of the adventurers free. She sends the frightened adventurers into her magical, mad vaulted chambers, and the first one to collect ten gold from Drakon’s maze gets to go free. The rest get to be lunch.
Each turn, players must choose one of two options: (1) place a tile from their hand onto the board, expanding the dungeon; or (2) move their Hero to an adjacent tile. Many of the the dungeon tiles have an icon that allows players entering that space to take a special action (for example, taking a piece of gold from the dragon's hoard, stealing gold from another player, or destroying a tile that is already in play).
This is the third edition of Drakon, and includes the following updates:
-plastic miniatures are used for the heroes and the Drakon tiles are larger (measuring 2.5 by 2.5 inches) and have all new artwork
-tiles include a combination of rooms from Drakon - 2nd edition and Drakon Expansion 1
-new rules, variants, and player aids are provided
-each gold piece now has a value between 1 and 3
In the basic game, the first player to earn 10 gold wins the game. Some variants provide different winning conditions.
Dreadfleet
Type: Miniatures/Battle Game
Ages: 10 and up
Number of Players: 2 – 10
Playing Time: 60 minutes
This product has been produced in limited quantities and is only available while stocks last – make sure you get it quick before the Galleon’s Graveyard claims it forever.
For two bleak decades the Undead reavers of Count Noctilus have plagued the oceans of the world. After each raid, the Dreadfleet disappears into its lair as quickly and silently as it appeared, far from the reach of Man. And yet there remains hope. Captain Jaego Roth of the Heldenhammer has vowed to hunt down and destroy Count Noctilus and his Undead captains once and for all. With him sail the most notorious and cunning of the pirate lords of Sartosa, each borne to battle upon a giant warship bristling with cannons, organ guns and bolt throwers. At the stroke of midnight on Geheimnisnacht, most forsaken of nights, the Heldenhammer and her companions sail into the realm of undeath known as the Galleon's Graveyard. One by one, Count Noctilus and his vile allies move in to stop them.
Dreadfleet is a boxed game for two (or more) players that includes everything you need to make war on the turbulent seas of the Warhammer world. At your command are two fleets of ships: the Dreadfleet led by the Vampire Count Noctilus, aboard his gargantuan sea-hulk the Bloody Reaver; and the Grand Alliance commanded by the Pirate Captain Jaego Roth, who recently stole the Heldenhammer – the pride of the Imperial Fleet, and one of the largest galleons to ever sail the high seas.
As your ships engage in furious battle, it's down to you, the fleet captain, to make important split-second decisions. Do you bring all guns to bear on the closest enemy warship, or do you sail into position for a furious broadside? What happens when the warship catches fire, or worse, the powder kegs ignite? Exactly how much punishment can your warship take before it sinks without a trace? Are those Undead seagulls or flying piranha fish? And, when all else fails, do you have the courage to ram your foe, board their ship, and engage them in a duel to the death?
Components:
- 98-page Rulebook
- Seascape Gaming Mat
- 10 Warships
- 10 Scenic Bases
- 7 Cog Auxiliaries
- 1 Dragon Auxiliary
- 1 Dirigible Auxiliary
- 7 Islands
- 5 Shipwreck Pieces
- 3 Sea Monsters
- 5 Treasure Tokens
- 12 Dice
- 1 Wind Gauge
- 2 Ship's Wheels
- 1 Navigation Rod
- 10 Warship Cards
- 55 Damage Cards
- 40 Fate Cards
- 12 Auxiliary Cards
- 10 Wound Cards
- 11 Miscellaneous Cards
Dungeon Lords
Type: Fantasy/Tile/Worker Placement
Number of players: 2-4
Age of players: 12+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
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 the other usual stuff.
From the publisher's webpage:
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!
Dungeon Lords is 90 minute long game for 2 to 4 players. It’s a rather complex game enjoyable mostly for experienced gamers.
Dungeon Petz
Type: Auction/Worker Placement
Number of players: 2 – 4
Age of players: 13 and up
Length: 90 minutes
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 become the leader of imp family that has just started a new business, they will have 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 scary creatures to Dungeon Lords. In the meantime they also attend various contests in which they show off their pets, scoring additional points.
Contents:
• both sided main board
• 4 player’s boards with integrated player’s mat
• 4 player’s breeding places (for cages)
• 18 pets
• 40 wooden gold
• 14 wooden tokens for vegetables
• 11 wooden tokens for meat
• 30 wooden tokens for excrements
• 8 figures of servants (in 4 colors)
• 40 figures of imps (in 4 colors)
• 11 cages
• 6 improvements for cages
• 104 cards with pets’ needs
• 5 cards of sleeping potion
• 10 tokens for items
• 1 progress token
• 1 starting token
• 8 mutation tokens
• 8 buyers
• 8 exhibitions
• 4 point tokens
• rulebook
Dungeon Run
Type: Dungeon Crawler
Number of players: 1 – 6
Ages: 9 and up
Playing time: 120 minutes
A tale of teamwork and betrayal
The mole ogre howled out as it collapsed into a bloody pile of rent flesh and broken bone. The aging knight bent over, panting heavily, and gave his dwarven peer an approving nod. It had taken great effort between them both to slay the beast, and they had each take their share of wounds. But in the end their cooperation had paid off and they both knew it. And then their eyes found the treasure chest sitting in the corner of the room.
They looked at each other. They looked back at the treasure... and then the real fight began.
Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don´t walk - run!
Dungeon Run features a randomly assembled dungeon that changes each time you play, as do the monsters you face and the treasures you find. Eight different heroes each with unique options for customization further add to a wealth of game play options. Choose the vicious Tundra Orc and bash your way through everything that stands in your path. Play as the cunning Grounder Wizard and use your magic to cheat the laws of nature. Select the Guild Dwarf adventurer and lay traps to ensnare your friends. There are many paths to victory in Dungeon Run. Win by working with your friends or against them - just win
•8 plastic hero playing pieces
•8 hero cards
•4 dungeon boss cards
•26 cardboard dungeon tiles
•80 ability cards
•40 encounter cards
•4 artifact cards
•4 player reference cards
•40 wound markers
•24 training markers
•20 dice
•1 first Player token
Dungeon Twister
Type: Exploration
Number of players: 2
Age of players: 11+
Length: 60 minutes
Dungeon Twister is a 2-player high level strategy game where 2 teams of adventurers with various powers are trapped in a dungeon. The board is composed of 8 rooms that can be moved and rotated by the players. Each turn, a player is able to spend actions to move around the dungeon, pick up and use items, battle with the opponents team, or turn and move the rooms of the dungeon.
The goal is to reach 5 victory points. Points are collected by moving adventurers out of the dungeon or by killing an opponent's adventurer. Treasures are disseminated across the whole dungeon and will bring the adventurers well-needed powers.
Each player has the same characters, each with different powers. Some run fast, some fight or disarm traps. The cleric heals, magician burns everything in sight and the goblin is so weak that the simple fact of getting him out will bring you two victory points.
Combat and actions are managed via cards. To move, fight, heal or turn a room, you must manage action points obtained by playing cards. Those cards are not drawn but selected from a set of cards by both players. Both players have access to the same panel of cards at the beginning of the game so the game is really about managing the resources and adapting to the changing environment.
Elfenland
Type: Race
Number of players: 2 – 6
Age of players: 10+
Length: 60 minutes
In Elfenland, young elves have to pass a very special test before they are accepted as grown-ups. All elf girls and elf boys receive a map of Elfenland, and they have to visit as many famous towns in Elfenland as possible, using the common types of transportation: dragons, unicorns, giant pigs, elfcycles, troll wagons, magic clouds, ferries and rafts. These types of transportation, however, are available in limited numbers and can only be used in specific regions. Thus, an exciting race starts among the elves to find out who will make the best use of the available transportation. The one to visit the most towns will win the game.
Fairy Tale
Type: Card Drafting
No. of players: 2-5
Ages: 10+
Playing time: 30-45 minutes
An open copy of this game is available for play at Board Game Warriors.
It is a tale as old as time itself. Shadow threatens the world of Dragons, Fairies, and Knights. But this time you are in control as you draft cards from one or more factions. By choosing your forces wisely and anticipating your opponent's picks, it is within your power to affect the outcome of this FAIRY TALE!
This is a non-collectible cardgame wherein you draft cards - you draw 5 cards, pick one, then pass the remaining cards to another player while receiving a new hand of 4 cards yourself from another player. You pick another card then give those cards to another player, etc. After 4 rounds of drafting, the player with the most points wins.
Team play available. Includes a team rules variant by Richard Garfield.
Genesis
Type: Tile Placement
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 45 minutes
The time is 250 million years ago, the place is the super-continent Pangaea. A devastated Earth has just undergone its greatest extinction and now Pangaea itself is splitting up. But this is not the end, it is a new beginning. As time passes the continents take shape. Forest, savannah, mountains and wetlands appear. Animals evolve, and strong species compete for their territories. As life battles life, the question "Who will rule the earth?" remains unanswered.
In Genesis you play the part of great reptiles, dangerous dinosaurs, powerful mammals or cunning man establishing yourself in the new ecosystems on the barren earth as you strive for world dominance.
Ghost Stories
Type: Cooperative
Number of Players: 1 − 4
Playing Time: 60 minutes
Ages : 12 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
"Wu-Feng, the Lord of the Nine Hells has found where the funeral urn containing his ashes is kept.
His hordes are already marching upon the small village of the Middle Kingdom hiding them". Players are taoist priests, who will have to defend the village from the army of shadows preparing to invade it. Each of them has different special powers which will help them in this mission."
The village is represented by nine tiles, each of which illustrates a different area. Around that are placed the tiles for each player, where the ghosts will appear on their starting locations.
The players, as a group, will have to exorcise the specters which will appear as the game goes on, often faster than expected... As at the beginning of his turn, a player brings a ghost into play and places it on a free spot. And more than one can come in at the same time. There are many types of specters which will need to be sent back to hell more or less quickly, as some can haunt the village and "destroy" tiles. If there's too many of them at a given time, the players risk losing some of their life points (Ki points).
On his turn, a priest can move on a tile in order to exorcise adjacent ghosts or to benefit from the power of the villager living on the tile.
To exorcise, he must roll three dice (the Tao dice) and end up with enough face up colors of the ghosts' color. Thankfully, one of the dice's face is a wild color which can be used as any color. To exorcise a black ghost of power 2, you need to roll three black or white (the bonus color). The players also benefit from Tao tokens which can pad out the dice roll. They gain these by entering certain village tiles, by exorcising certain ghosts or thanks to their special powers. When they are on the same tile, a priest can give Tao tokens to another priest in order to help with his exorcism.
Each tile of the village allows the players to benefit from a different bonus. The cemetary allows, for example, to bring a dead priest back to life, while the herbalist allows to recover spent Tao tokens, etc. It will also be possible to get traps or move ghosts.
The priests have three or four Ki points (depending on the difficulty level of the game). They also get a Yin-Yang token they can spend in order to make two actions in a single turn. Exorcising certain powerful ghosts allows to recover a spent Yin-Yang or Tao tokens. The special powers available to the players allow to recover Tao tokens, move more than one square or move another player, to benefit from an extra Tao die, etc. They strengthen the required collaboration by giving each priest a specialty.
To win, the players must defeat the incarnation of Wu-Feng, a boss who arrives at the end of the game, once the players have been worn out by the hordes of ghosts breaking in since the beginning of the game. And if you decide to play on a harder difficulty mode, there will be many incarnations, each more dangerous than the last.
The ways to lose are, of course, even more numerous. The players lose if three of the village's tiles are destroyed, if the draw pile is emptied while the incarnation of Wu-Feng is still in play, or, simply, that all the priests are dead.
Goblins
Type: Card/Area Control
Number of Players: 2 − 6
Playing Time: 50 minutes
Ages : 10 and up
Have you ever played a Fantasy game, killing hordes of useless and stupid Goblins? Prepare to find yourself on the other side of the barricade… Waves on waves of Goblins try to conquer the city of the humans, through debatable strategies, inconsistent plains and brainless "Epic Death".
Goblins is a not collectible card game that melts the bases of the board game with those of the card game.
Raze the town to the ground and loot everything you can find on your way leading a mob of stupid Goblins! Other Goblin commanders will collaborate on this task as well. Unfortunately, the idea of collaboration among Goblins is a little bit ambiguous. Dealing with useless subordinates and treacherous allies, the enemy will be the last of your problems.
Players must destroy the Town and conquer as many Land Cards as possible. Land Cards will award the owner Victory Points. The player with the highest amount of Victory Points wins the match.
To reach their objective players can rely on Goblin commanders, the alter ego of each player on the battleground; each of these has unique and particular ability to make every game different from the other.
Unlikely Machines, fearless Goblin heroes and a lot of Action Card make the game always unpredictable.
The innovative game system is based on " Goblins flipping". Every choice you make will cause Goblin flip to determine its life or its death. Every Goblin is represented by a disk with two faces: every disk shows a Goblin face on a side and a Goblin skull on the other side.
The game is exciting every moment also when it isn’t your turn. No player will ever be too strong or too weak and the game strategy will change turn after turn suiting better possible the situation.
Through the system of the exhilarating "Epic Deaths ", your Goblins can commit mass suicide in eccentric ways. The “Epic Death” can confuse every enemy and allows you to beat him for the dismay. No player is ever out of the game.
Let the fight for stupidity begin!
God Dice
Type: Battle
Number of Players: 2 − 4
Playing Time: 30 minutes
Ages: 10 and up
A strategic dice combat game, that pits the 2-4 players in mortal combat with one another. Players choose from six classes consisting of Hero, Monk, Assassin,Sage, Bowman and Cleric. Players roll nonstandard six sided dice attempting to qualify for special attacks and spells. Along with this, prior to combat, the special God Dice are rolled to see which character if any has found favor. In some cases this favor can be devastating. This is a great quick game of combat with a number of interesting strategic choices for combat. Will you be next legend or suffer the ultimate defeat?
Guardians of Graxia
Type: Fantasy War Game
Number of players: 1-2
Age of players: 10+
Length: 45 minutes
The fantasy world of Graxia is a shattered world of floating continents high in the sky. Each continent is connected by portals, the primary gateways between city-states that reside on these continents. Warlords command Guardians to lead armies through the portals on quests to conquer and control each other's lands.
The many continents are filled with races of all types, from Orcs, Goblins, Dwarves, Skeletons, Elves, Humans, as well as new races, such as the Celethreals and Boneshadows. While once in harmony with each other, the peace of the countryside has since been destroyed as portals open with armies pouring in from unknown continents.
What Guardians will protect your lands?
Guardians of Graxia will be released this summer as both a board game and a PC online-downloadable version. The game features dynamic strategic gameplay using more than 240 unique and spell cards, figurines, and map tiles in a fantasy-based environment. Heroes of Graxia is being released at the same time and is a Deck-Building Card Game version of the Graxia world.
Guardians of Graxia will support both single and multiplayer gameplay as well.
Hera & Zeus
Type: Card Game
Number of players: 2
Age of players: 12+
Length: 30 minutes
When Gods feud, the earth quakes! Zeus, the father of Gods, and his wife Hera often disagreed on matters both earthly and Olympic. Eventually, the disagreement became a full fledged feud with both Zeus and Hera calling upon the other Gods from Olympus and mortals from earth to support him or her against the other. Cyclops, Amazon, Medusa, Hydra, Pegasus, and others join the feud. The players take the roles of Hera & Zeus and use strategy and cunning to pit their allies against the allies of the other. It is winner take all for control of Olympus!
Heroes of Graxia
Type: Card Game
Number of players: 2-6
Age of players: 10+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Heroes of Graxia is a deck building game for 2-6 players that features dynamic gameplay using cards in a fantasy strategy-based environment.
The game uses cards to represent forces on the gameplay table. Starting with a small deck of 12 cards, players build their empire by buying the best cards to prepare them to out-smart and out-maneuver other players to obtain trophies and prestige in the World of Graxia.
The game will contain more than 240 unique cards at release, as well as miniatures. Buy for your deck the best Weapons, Armor, Spells, Armies, Henchmen, and Mercenary cards. Conquer enemies by playing these cards on the gameplay table in a sequence of turns with other players.
As Players defeat Units and Heroes of opposing Legions, they gain Prestige by taking the appropriate Prestige Point cards and placing them in their Loot Pile. These points are tallied the end of the game to determine the winner. Player’s may examine the Loot Pile of each other at any time.
The fantasy world of Graxia is filled with mysteries designed for players to discover and solve. Why are there huge continents floating in the sky? Why is there such a wide variety of races living on each of these continents when travel between these lands is only accomplished through the use of Guardian created magical portals?
Only selecting your favorite Guardian, exploring the world, and commanding your armies in battle, provides the answers to some of the Graxian mysteries.
Heroes of Graxia is not a CCG. It is a deck building card game based on the Graxia universe and Guardians of Graxia board game published by Petroglyph.
Horus Heresy
Type: Wargame
Number of Players: 2 − 2
Playing Time: 90 minutes
Ages : 13 and up
In the greatest betrayal the universe has ever known, the Warmaster Horus – once humanity’s greatest general, now corrupted by Chaos – has turned against the Emperor and hurled the Imperium of Man into ferocious civil war. The galactic conflict has risen to its climax. The Warmaster’s ruinous legions have assaulted Holy Terra itself, the Emperor’s seat. Here the fate of humanity hangs in the balance during the greatest military campaign ever seen.
In the Horus Heresy board game, this legendary battle unfolds across the razed plains of Terra and in the frozen orbit above. Deadly fighting ranges from the Emperor’s golden Inner Palace to Horus’s flagship, the Vengeful Spirit. Taking the side of either traitor or loyalist, two players control either fearless Space Marine legions or deviant Chaos Space Marines, mighty Titans, Imperial Armies both loyal and traitorous, and a fearsome array of other units, including the Emperor and Horus themselves.
An innovative order and initiative system forces each side to carefully consider the commands they issue to their troops. A dramatic, card driven combat system incorporates escalating damage, gives players the opportunity to allocate resources between attack and defense, and brings to bear the unique special powers of each unit type, from fortification-destroying Titans to the perverse daemons of Chaos. Brother fights brother, and the universe hangs in the balance!
Horus Heresy includes over 120 detailed miniature models including 10 plastic terrain pieces, and more than 200 cards to bring this sweeping conflict to life on a stunning map of the war-torn Terra.
Lord of the Rings Living Card Game - Core Set
Type: Cooperative Card Game
Ages: 13 and up
Number of Players: 1 – 2
Playing Time: 60 minutes
Expanded by:
The Lord of the Rings: The Card Game is a cooperative card game that puts 1-2 players (or up to four with two Core Sets!) in control of the most powerful characters and artifacts of Middle-earth. Players will select heroes, gather allies, acquire artifacts, and coordinate their efforts to face Middle-earth’s most dangerous fiends. By cooperating to overcome the obstacles drawn from the encounter deck, you will complete the quest before you and claim victory!
The Core Set includes 226 cards that can be used to assemble a wide variety of decks right out of the box. Included are three perilous quests that, along with countless combinations of settings and enemies, offer near-limitless replayability.
Additionally, players can build a party from a set of 12 hero cards, and focus their decks on any combination of four distinct spheres of influence: Leadership, Lore, Spirit, and Tactics. Each sphere offer unique benefits to the party, so choose wisely!
Monthly 60-card expansion packs called Adventure Packs will introduce new quests, heroes, allies, attachments, events, and encounters, allowing players to fully customize their game and continue their fight against the Dark Lord!
Lord of the Rings Silver Line Edition
Type: Cooperative Adventure
Number of players: 2-5
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
This new Silver Line Edition of The Lord of the Rings has been given a beautiful graphics overhaul, retaining the elegant illustrations of John Howe while updating the game boards and components. Because many of the components have changed in size and design (making the game much more compact) this new edition will be incompatible with previously released expansions.
This new Silver Line Edition of The Lord of the Rings has been given a beautiful graphics overhaul, retaining the elegant illustrations of John Howe while updating the game boards and components. Because many of the components have changed in size and design (making the game much more compact) this new edition will be incompatible with previously released expansions.
Your task is to stop the Dark Lord Sauron from winning back the One Ring—which Frodo Baggins has inherited, and which Sauron will use to forever enslave the land. You must journey through Middle Earth, taking on the challenges of four of the most hazardous regions of the land—Moria, Helm's Deep, Shelob's Lair, and Mordor - and destroy the ring in the volcanic fires of Mount Doom. Join Frodo and the Fellowship on the perilous adventure across Middle Earth, and use your skill and fortune to guide you.
Created by master designer Reiner Knizia, this innovative game follows the book closely, and is fully illustrated by celebrated Tolkien artist John Howe. Help guide the Fellowship past Sauron's wickedness and save Middle Earth from darkness!
Players take on the role of five Hobbits—Merry, Pippen, Fatty, Sam, and Frodo—on their quest to destroy the One Ring. They must work their way through four boards, cooperating to overcome challenges and prevent the Ringbearer from being corrupted. As the game progresses Sauron moves toward the fellowship and certain events can cause the Hobbits to corrupt and move towards Sauron. Whenever a Hobbit meets Sauron he is corrupted and out of the game; if the Ringbearer becomes corrupted the game ends. The Fellowship can call upon Gandalf for help or risk using the Ring - which may lead to further corruption.
The Lord of the Rings board game is a unique and original game in which players must work together to defeat the game itself, a daunting task that will challenge even the most experienced players. The cooperative play style immerses players into the game, cheering their success and cursing the foul turns of fate that hinder their quest.
Lords of Waterdeep
Type: Worker Placement Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
From the world of Dungeons & Dragons.
Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!
In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.
Components:
- Game board
- Storage tray
- 5 player mats
- 100 Adventurer cubes:
- 25 Clerics (white)
- 25 Fighters (orange)
- 25 Rogues (black)
- 25 Wizards (purple)
- 33 wooden pieces:
- 5 score markers
- 25 Agents (five of each color)
- 1 Ambassador
- 1 Lieutenant
- 1 First Player marker
- 121 cards:
- 11 Lord of Waterdeep cards
- 50 Intrigue cards
- 60 Quest cards
- 170 die-cut pieces:
- 24 Building tiles
- 45 Building control markers (nine of each color)
- 60 Gold tokens
- 50 1-Gold tokens
- 10 5-Gold tokens
- 36 Victory Point tokens
- Rule book
Mage Knight Board Game
Type: Adventure
Number of players: 1 – 4
Ages: 14 and up
Playing time: 150 minutes
The Mage Knight Board Game throws you and up to three other Mage Knights into the sprawling and ever changing world of the Atlantean Empire, a land that is but a distant memory since your transformation into a mysterious Mage Knight. Build your armies, defeat bands of marauding enemies, and eventually conquer cities in the name of the mysterious Void Council.
Designed by renowned designer Vlaada Chvatil, Mage Knight is a game of Epic Exploration and Conquest that mixes character development, intrigue, and the clashing of swords to create a truly unique gaming experience.
As a Mage Knight you must control your reputation and walk the line or embrace the role of benevolent leader or brutal dictator. Accumulate Fame and experience to acquire powerful Spells and abilities, then use your power to influence units to join your ranks. Will you destroy an ancient Draconum and gain favor with the people, or burn down a monastery to steal the powerful artifact hidden there? Both paths may lead to victory, but the decision is yours to make.
The Mage Knight Board Game comes with a variety of campaign options, allowing you to play both competitively or cooperatively. Will your path intertwine with your fellow Mage Knights as you quest to conquer the Atlantean cities, or will you be sleeping with one eye open?
The game features an impressive
- 240 cards,
- 8 intricately painted miniatures,
- 196 tokens,
- 20 map tiles,
- 54 mana crystals,
- 7 mana dice,
- 2 game mats
- and 2 rulebooks!
Middle Earth Quest
Type: Fantasy Adventure
Number of players: 2-4
Age of players: 13+
Length: 3 hours
Middle-Earth Quest takes place approximately ten years after Bilbo Baggins leaves the Shire, and several years before Frodo leaves Bag End on his journey leading to the destruction of the One Ring. Thus, Middle Earth Quest will take place in a time of growing darkness. Players will take control of characters such as a rare adventurous Hobbit, a Gondorian Captain, a Rider from the Westfold, or numerous other character types. Not only will characters be able to experience new adventure in Middle Earth, but will carefully seek to tie in the experience with the massive amounts of lore and story that takes place around the edges of the central THE LORD OF THE RINGS storyline.
Middle-Earth Quest is a game of adventure and conflict set in the time leading up to the creation of the Fellowship. One player will adopt the mantle of Sauron and do his best to spread his evil influence across the lands. Up to three players become heroes and will do their best to foil Sauron's foul plots, and rally the peoples of Middle-earth to their side.
Middle-earth Quest includes:
* 1 Rulebook
* 1 Gameboard
* 5 Character cards
* Over 470 game cards
* More than 225 game tokens
* High-quality, fully detailed plastic playing pieces
including: 5 hero figures and 5 minion figures
Munchkin
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
More Munchkin Titles
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience... with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm... or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon...
And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff.
Expanded by:
- 2: Unnatural Axe
- 3: Clerical Errors
- 4: The Need For Steed
- 5: De-Ranged
- 6: Demented Dungeons
- 7: Cheat with Both Hands
- Go Up a Level
- Reloaded
- Fairy Dust
- Monster Enhancers
- Munchkinomicon
- Conan the Barbarian
- Marked for Death
- Waiting for Santa
- Santa's Revenge
- Boxes of Holding
- Wicked Bag & Die
- Kill-o-Meter
- Level Counter
Integrates with:
- Munchkin Bites
- Munchkin Booty
- Munchkin Cthulhu
- Munchkin Fu
- Munchkin Holiday Edition
- Munchkin Impossible
- Star Munchkin
- Super Munchkin
- The Good, The Bad, and the Munchkin
- Munchkin Zombies
Also available:
Munchkin Cthulhu
Type: Card Game
Number of players: 2-6
Age of players: 12+
Length: 60 minutes
Expanded by:
Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge -- Cthulhu! Will they survive? Will they retain their sanity? Will they... level up?
Munchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson (US) and John Kovalic, this set features four new Classes -- including the Cultist -- and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies.
You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness.
My Dwarves Fly
Type: Card Game
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
This is not a game about grace or style; it is a game about grabbing gold and then more gold! To find gold, you need to be victorious in battles. You win your battles by means of creatures that also find gold if you win the battle. You need to roll high to win your battles, but you need to roll low to find any additional gold. Thus, creatures are the most important part of this game. You cannot do battle without them, and you cannot find gold without them. It is quite possible to be nice to the others while playing. Then again, you don't have to. You probably shouldn't - for those who don't play nice and fair tend to win more often, just as in real life.
Components:
88 playing cards
5 dice
4 treasure tokens
4 battle tokens
40 gold pieces
1 set of rules
1 game map
4 reference cards
Card illustrations are by the wonderful John Kovalic (although note that the game play is very different from Munchkin and Chez Geek).
Nightfall
Type: Deckbuilding Card Game
Number of players: 2-5
Age of players: 12 and up
Length: 45 minutes
Integrates with:
Expanded by:
The sun has retreated from the earth. It has been a little over a week since the last hint of light shone over the horizon, and the chaos has begun. People fear for their existence, while scientists struggle to explain the phenomenon.
Until they came.
The creatures of nightmare — vampires, werewolves, and ghouls — have begun to appear throughout the world, and they show no sign of hesitation in claiming the dark world as their own!Nightfall - a new fast, furious and fun deck-building game from Alderac Entertainment Group. Featuring direct head-to-head combat, amazing art, a new AEG world, and unique mechanics by designer David Gregg, Nightfall will be the deck-building game to own.
Before the game begins, there is a draft to determine which cards are available for purchase, and by whom. During this draft players select two cards from the set for their personal archives, and they also select cards to put into the common area. The cards drafted into personal archives may only be purchased by the player who drafted them.
After the table has been set with the private and common cards, players begin play.
The meat of Nightfall is in the chaining mechanic, which was partially developed with the help of people right here on BoardGameGeek.
Each card has a main color and two linking colors. If you can match the main color of a card to one of the linking colors of the previous card, you can chain those cards together. Once a chain is started, players all get an opportunity to link additional cards onto the chain during that turn.
Cards in the chain resolve in reverse order: first in, last out. Instant effects fire off as cards come off the chain, doing damage to your opponents or bringing characters into play to defend you and attack your opponents.
The object of Nightfall is to put wounds into your opponents’ decks and end the game with the least amount of wounds in your deck. But beware: the more wounds a person has, the more enraged they become and the faster their deck works, meaning more cards and bigger chains will come your way!
Nightfall's base set releases with starting decks of 12 cards for up to 5 players, and 24 distinct cards (7 copies of each) for drafting during play.
The box contains card dividers, and is in the same format as the much heralded Wrath of the Elements box for Thunderstone.
Nightfall: Martial Law
Type: Deckbuilding Card Game
Number of players: 2-5
Age of players: 12 and up
Length: 45 minutes
This game is stand alone and can be integrated with the original base game.
Integrates with:
Expanded by:
Darkness envelops the world; chaos reigns. Humanity fights back in the only way they know how -- with forceful control. But how does one control creatures whose existence defies all logic?
Nightfall: Martial Law is a stand-alone game that can be integrated with the hit competitive deck-building game Nightfall. Martial Law brings you a complete new set of cards with special powers, and features all-new vampires, werewolves, hunters and ghouls. Martial Law also introduces the feeding mechanism: Feed your chained orders to give them greater effect!
Each card has a main color and two linking colors. If you can match the main color of a card to one of the linking colors of the previous card, you can chain those cards together. Once a chain is started, players all get an opportunity to link additional cards onto the chain during that turn.
Cards in the chain resolve in reverse order: first in, last out. Instant effects fire off as cards come off the chain, doing damage to your opponents or bringing characters into play to defend you and attack your opponents.
The object of Nightfall is to put wounds into your opponents’ decks and end the game with the least amount of wounds in your deck. But beware: the more wounds a person has, the more enraged they become and the faster their deck works, meaning more cards and bigger chains will come your way!
Olympus
Type: Worker Placement
Ages: 12 and up
Number of Players: 3 – 5
Playing Time: 120 minutes
An open copy of this game is available for play at Board Game Warriors.
In the Ancient Greece, the poleis (city-states) thrived increasing their population and culture, occasionally waging war against each other, erecting buildings and celebrating ceremonies to get the favour of the deities abiding on Mount Olympus. The players will lead one of these city-states (like Athens, Sparta, Corinth, Thebes, Argos and others) expanding it and worshipping the various gods in order to become the hegemonic power of the Peloponnesus!
Olympus is a deterministic (no randomness) strategy game, based on worker-placement, resource management and building an efficient engine to score Victory Points. It also features a few more aggressive options than the average game based on the same premises (but the savvy player knows how to defend against them, if he prefers to quietly develop his own position).
Each player leads a city-state that is defined by six values representing population, culture, military and productivity of the three resources (grain, venison and fish).
During your turn, you send one of your three priests to worship one of the ten deities (Zeus, Hera, Demetra, Artemis, Poseidon, Athena, Aphrodite, Ares, Hephaestus or Apollo). Each opponent can now send one of his priests to celebrate the ceremony with you. After that, the deity grants his/her favour to whoever has sent a worshipper: the favour is larger for the leading priest (the one of the active player) and smaller for all the others (for example, Athena boosts culture by 2 points for the city of leading priest and by 1 point for the others; of course no boost is given to those who refused to send a priest to worship her). That deity cannot be chosen again in the current turn.
Since almost all deities are specialized in a certain field, the players must choose which ones they prefer to worship sooner (also guessing which ones may be of interest for the opponents and which ones are safer to skip as they will not be chosen until later) and when it is better to get a smaller benefit following the priest of another player rather than saving a priest to get a greater boon but in a field that may not interest them as much (sort of quality over quantity).
The resources your city produces (worshipping the correct deities) can be spent (worshipping other deities) to create buildings giving a variety of effects (and Victory Points), thus offering a lot of different strategic approaches to the game. Victory can be achieved with a plethora of buildings but also with very few ones. There are 45 different buildings: 33 can be built by anyone (even if someone else already did), while the other 12 are "unique" and only one copy of each can exist (introducing another element of contention between the players).
You can also wage war to steal the resources of the other cities (if they were so foolish to keep their warehouses full and their military underdeveloped, it's just what they deserve) or invoke a terrible plague to decimate their population.
All the actions (development, production, building, war, scoring, etc.) are done by worshipping the proper deity (and some gods give you a choice like "do you develop your grain productivity - thus receiving more grain the next time you will produce it - or do you produce it now even if you won't get much?", adding crucial tactical decisions to the game).
When all the priests have been used, there's a brief upkeep to check some simple conditions (e.g. players with more than 5 unused resources must discard those in excess) and then a new turn begins (all priests return home and all deities can be worshipped again).
Being the first to reach the maximum value in a certain field (e.g. culture 10) gives you an award worth 2 Victory Points. When four of these awards are claimed, the game ends: each player gets bonus points based on how developed is his city and the highest score wins.
Prophecy
Type: Adventure
Number of players: 2-5
Age of players: 10+
Length: 3 hours
"Three times over three centuries people and the land will suffer for the sins of the powerful before the hero of royal blood appears, dressed in the armor of the ancient rulers, and settle down on the kings’ throne to stop the anarchy and chaos..."
This is what drives the 10 characters in the world of PROPHECY. A fantasy world full of adventure, where you will battle creatures and other characters in different terrain, increase your skills and learn spells at the five Guilds, acquire Items of a common and rare nature in the civilized spaces (or as rewards for defeating creatures).
And the goal: to possess 4 out of 5 ancient Artifacts that are guarded in the Astral Planes by terryifying creatures. Only then will you show the world that you are their rightful king!
Quarriors
Type: Dice Game
Number of players: 2 – 4
Age of players: 14 and up
Length: 30 minutes
Expanded by:
Experience The QUARRIORS Dice Building Game
A unique blend of strategy and chance featuring a revolutionary dice building game mechanic!
As a Quarrior - a mighty mystical warrior - only you have the power to capture dangerous quarry from the untamed wilds!
But your rivals plot against you! They will send their own Creatures and Spells to destroy your Quarry before you can deliver them to Empress Quiana and claim your reward! Summon your Creatures and protect them from your foes and you will earn Glory for yourself.
The first player to earn enough Glory will be hailed as the Champion of the Empress.
Deck building strategy without the tedium of shuffling!
Red Dragon Inn
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 60 minutes
Can be combined with:
The Red Dragon Inn 2
The Red Dragon Inn 3
The Red Dragon Inn: Gambling? I’m In!
You and your adventuring companions have spent all day slogging through the Dungeon, killing monsters and taking their stuff. Now you're back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn.
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The last conscious adventurer with Gold wins the game!
Take on the role of one of these heroic fantasy adventurers - Dierdre, Fiona, Gerki, or Zot - and enjoy an evening at the Red Dragon Inn!
Red Dragon Inn 2
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 45 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 3
The Red Dragon Inn: Gambling? I’m In!
Once again you and your adventuring companions have spent all day slogging through the Dungeon, killing monsters and taking their stuff! Now you're back in town, healed up, cleaned up, and ready to party at the Red Dragon Inn with four new members of the party!
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The last conscious adventurer with Gold wins the game!
The Red Dragon Inn 2 introduces four new members of the party and can be played alone or in combination with The Red Dragon Inn to allow for games of up to 8 players!
So, take on the role of one of these heroic fantasy adventurers - Gog, Fleck, Eve, or Dimli - and enjoy an evening at the Red Dragon Inn!
Red Dragon Inn 3
Type: Card/Betting Game
Number of players: 2-4
Age of players: 13+
Length: 60 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 2
The Red Dragon Inn: Gambling? I’m In!
You and your ever-expanding party of adventuring companions have spent another day slogging through the dungeon, killing monsters and taking their stuff. Now you're back in town, healed up, cleaned up, and ready once again to party at the Red Dragon Inn.
Drink, gamble, and roughhouse with your friends. But don't forget to keep an eye on your Gold. If you run out, you'll have to spend the night in the stables. Oh... and try not to get too beaten up or too drunk. If you black out, your friends will continue the party without you... after they loot your body for Gold of course!
The Red Dragon Inn 3
The last conscious adventurer with Gold wins the game!
The Red Dragon Inn 3 introduces four new adventurers, each with a unique game mechanic to add new strategies to the original game. The Red Dragon Inn 3 may be played alone or in combination with other versions of The Red Dragon Inn to allow games of up to 12 players!
Wizgille the Tinkerer
Wizgille is a Gnomish Artificer. Her brilliance with gadgets is surpassed only by her enthusiasm for tinkering with them--often with disastrous results. When Wizgille tests a new device, watch out! It could do something impressive, or it could blow up in everyone's faces!
The Good: Many of her creations are legendary among the Gnomish Inventors Guild and have been featured in Adventurer's Gazette.
The Bad: She thinks that a crowded tavern is an appropriate place to test new prototypes.
Brewmaster Phrenk
Phrenk is a Troll Alchemist. His skill as a potionmaster is unmatched, but he's not above using his skills for the "lowly" art of creating specialty drinks for his friends. He is a laid-back, live-and-let-live kind of a guy. But don't make him angry, because he is, after all, a troll.
The Good: He's more than capable of brewing enough healing potions to keep his companions on their feet.
The Bad: He's just as capable of brewing enough drinks to knock them all back down.
Kaylin the Renegade
Kaylin is a tiny Pixie Enchanter with a big chip on her shoulder. The whole cutesy pixie thing didn't suit her, so she left The Grove and set out on her own. Wulfric is a wolf who is neither tiny, nor has a chip on his shoulder. Between her magical skills and his brute strength, they are a match for any dungeon's monsters.
The Good: Wulfric is a noble companion who always helps his friends.
The Bad: Kaylin isn't always so noble.
Serena the Pious
Serena would have died if she hadn't been such a cute baby. The Paladins who found her could not bring themselves to slay her as they did the other Orcs in her village. Seeing no other option, they took her in and tried to raise her as one of their own. Even with her training, she is always at risk of succumbing to her chaotic Orcish instincts, so she must be ever-vigilant to stay on the righteous path.
The Good: With her holy blade at her side, she lives to smite evil.
The Bad: Carousing in a tavern isn't exactly the best way for Serena to stay on that righteous path...
You Get:
4 unique 40 card player decks
Serena's Piety Chart
1 Piety marker
Phrenk's 18 card potion deck
Wizgille's 18 card gear deck
Kaylin's 12 card Wulfric deck
One 30 card Drink deck
4 Player Mats
4 Fortitude markers
4 Alcohol Content markers
50 Gold Coin tokens
Rules for playing The Red Dragon Inn 3
Risk Godstorm
Type: War
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 180 minutes
An open copy of this game is available for play at Board Game Warriors.
Who will rule the Ancient Earth -- and Beyond?
Enter a time of myths and legends. Enter the world of Risk Godstorm, where ancient faiths and fears rule. Battle across the Earth and the dark regions below. Harness spiritual forces to strike with devastating power. Command five ancient cultures -- Greek, Celtic, Babylonian, Norse, and Egyptian -- in a continent-spanning battle that will determine whose civilization reigns supreme. Rest assured, the gods will not sit idle in this war.
Risk Godstorm also includes everything needed to play the classic game of Risk.
Risk Godstorm contains:
Ancient Earth Game Board (20" x 30")
Underworld Game Board
- 5 Ancient Armies
- 5 Sets of Gods
- 5 Pantheon Cards
- 66 Miracle Cards
- 44 Territory Cards
- 12 Temples
- 60 Faith Tokens
- Reference Card
- Epoch Marker
- 5 Turn Order Markers
- Sunken Atlantis Marker
- Maelstrom Marker
- 10 dice
- 1 Rulebook
Rune Age
Type: Deck Building Game
Number of players: 1 – 4
Age of players: 13 and up
Length: 60 minutes
An age of innovation and discovery is at hand. With war on the horizon and whisperings of a prophetic storm approaching, now is the time to gather all your strength and set out to forge your place in Terrinoth's book of legends!
Rune Age is a deck-building game of adventure and conquest for 2-4 players. Set in the fantasy realm of Terrinoth (Runebound, Descent: Journeys in the Dark, Runewars, and DungeonQuest), Rune Age puts players in control of one of four races, vying for dominance in a world embroiled in conflict.
Designed by Corey Konieczka, Rune Age is a unique deck-building game that centers around scenarios. The four different scenarios included in Rune Age present alternate win conditions for players, from an all-out war to determine the victor to a cooperative game experience where players all win or lose together. Scenarios not only dictate the win conditions, they also determine which card types will populate Terrinoth (forming the central card pools) and which Event cards will form the Event deck. The Event deck contains thematic challenges, enemies, and happenings that are tied to the chosen scenario, creating a new play environment each turn.
Gameplay in Rune Age centers around players working to develop their individual deck of cards. At the beginning of the game, each player begins with a small assortment of cards in their deck, drawing five cards each turn to carry out their actions. Each player's deck represents their faction's military strength and capabilities. These decks will be formed with their faction-specific Unit cards and a central collection of Neutral Unit cards, Tactics cards, and Gold cards.
While players begin with limited cards in their deck, through cunning and strategic use of their available cards, players can expand their deck to create a destructive force of their own clever design. Will you create brutal deck of formidable Units? Or will you rely on Gold and Influence to acquire neutral forces and powerful Tactics?
Runebound
Type: Fantasy Adventure
Number of players: 1-6
Age of players: 12+
Length: 3-4 hours
An open copy of this game is available for play at Board Game Warriors.
The marketplaces are quiet; the streets deserted. The rumors in the taverns and the whispers in the inns all suggest the same – the evil necromancer Vorakesh is raising undead legions to help him bring back Margath, the High Lord of All Dragonkind. If the realm has ever needed heroes, this is the time!
In Runebound, up to six players can adventure in a fantasy realm full of danger and peril. Travel down raging rivers, explore dark and mysterious forests, and fight all manner of heinous beasts intent on stopping you from your goal – destroying the great dragon Margath before he destroys the land!
Runebound Second Edition, the new standard in adventure board games, is all you liked about the original best-selling game and more. A complete revision of the original, Runebound Second Edition has an updated game board, revised rules, new and more challenging monsters, and twelve plastic figures to represent the stalwart heroes of the realm. This epic game of high fantasy is now better than ever!
Runebound: Mists of Zanaga
This is an expansion set for the game Runebound and requires the base game to play.
Fantasy Flight Games is excited to present the newest Runebound expansion, Mists of Zanaga! This summer, journey to a new and mysterious land. Explore the jungles and ruins of an ancient and forgotten civilization. Face the terrifying power of the primal gods. And be the first to restore balance to Zanaga...
Mists of Zanaga adds a colorful new board overlay, depicting the wild jungles and swamps of Zanaga. Six brand new heroes will be able to explore this new continent, uncovering the secrets of the makhim’s rituals, encounter wandering monsters, and hunt for the elusive Lost City. Adding all-new gameplay mechanics, a variety of primal gods to face, and over 165 new cards to bring this lush landscape to life, Mists of Zanaga creates a totally new way to play Runebound. Search out the secrets of the primal gods’ power and help summon them to free Zanaga from the clutch of Tarakhe.
Runebound: Mists of Zanaga is the fifth Big Box Expansion for Runebound (Second Edition).
Runewars
Type: War
Number of Players: 2 − 4
Playing Time: 180 minutes
Ages : 12 and up
Expanded by:
Runewars is an epic board game of conquest, adventure, and fantasy empires for two to four players. Designed by Corey Konieczka, Runewars pits players against each other in a strategic game of battles and area control, where they must gather resources, raise armies, and lay siege to heavily fortified cities.
Runewars takes place in the same popular fantasy universe as the best-selling board games Runebound and Descent: Journeys in the Dark, and dozens of fan-favorite heroes and monsters play their part. The wars for the dragon runes are beginning, and only one faction will emerge victorious. What would you do to claim the ultimate power?
Scepter of Zavandor
Type: Fantasy/Economic/Auction
Number of players: 2-6
Age of players: 10+
Length: 90 minutes
An open copy of this game is available for play at Board Game Warriors.
The Scepter of Zavandor is about magic and power. Players represent young magicians who have gained possession of old magic knowledge, and with it they attempt to achieve the powerful position of archmage, symbolized by the Scepter of Zavandor.
To increase their power and influence, the young magicians enchant jewels and seek out knowledge. An auction mechanism also allows them to acquire artifacts and sentinels. Victory points are earned through active gems, artifacts, sentinels, and knowledge.
The game's rulebook includes a note thanking James Hlavaty for permission to copy the game mechanics from Outpost.
Shadow Hunters
Type: Party
Ages: 10 and up
Number of Players: 4 – 8
Playing Time: 45 – 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Identify!
You are a Shadow, a creature of the night, or a Hunter, a human whose job is to destroy supernatural creatures, or a civilian, a normal human just caught in the middle of this ancient battle. But your identity remains secret until someone outs you through your actions and through Hermit cards or you reveal yourself to use your special ability. The key to victory is to identify your allies and enemies early.
Survival!
Once your identity is revealed, your enemies will attack without impunity using their special abilities like Demolish, Teleport, and Suck Blood or equipment cards such as the Rusty Broad Ax or Fortune Brooch. This ancient battle comes to a head and only one group will stand victorious – or a civilian, in the right circumstances, might claim victory.
Good game for a large group of players.
Contents:
- Includes expansion characters,
- 1 board,
- 16 wood cylinders,
- 74 cards (10 character, 6 area, 16 Hermit, 16 black, and 16 white cards),
- 8 player cards,
- 2 dice (1x6 sided and 1x4 sided),
- rules
Shazamm!
Type: Card game
Number of players: 2
Age of players: 10+
Length: 30 minutes
An open copy of this game is available for play at Board Game Warriors.
A wizard is usually an angry and lonesome bad guy, both eager for power and drunk with it. When two wizards meet over a bridge (one of the old stone bridges over lava rivers which are commonplace in the wizard kingdom), you can bet none of them will let the other pass first, and it usually ends in a magic duel, full of fire and fury.
So, YOU are one of the most powerful wizards in the wizard kingdom – but out there, just across that bridge over the lava river, is a wizard that insists on thinking HE is the mightiest wizard in the realm! The only thing left to do is have a duel. Your goal is to push the rival wizard back under your fire walls, balls and bolts so that he falls down into the lava lake. With careful management of your mana and your spellbook, it will be a piece of cake. Be careful, though – the bridge is collapsing under the fury of the magical duel.
Small World
Type: Area Control
Ages: 8+
Players: 2-5
Playing Time: 80 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Integrates with:
In Small World, players vie for conquest and control of a world that is simply too small to accommodate them all.
Designed by Philippe Keyaerts as a fantasy follow-up to his award-winning Vinci™, Small World is inhabited by a zany cast of characters such as dwarves, wizards, amazons, giants, orcs and even humans; who use their troops to occupy territory and conquer adjacent lands in order to push the other races off the face of the earth.
Picking the right combination from the 14 different fantasy races and 20 unique special powers, players rush to expand their empires - often at the expense of weaker neighbors. Yet they must also know when to push their own over-extended civilization into decline and ride a new one to victory!
Small World Underground
Type: Area Control
Number of players: 2 – 5
Age of players: 8 and up
Length: 80 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Integrates with: Small World
SMALL WORLD UNDERGROUND
... WHEN IN A HOLE, KEEP DIGGING!
Small World Underground is a stand-alone game set beneath the surface of the same fun, light-hearted Small World universe of epic conquests and fallen empires.
Designed by original Small World author, Philippe Keyaerts, it features all new Races and Special Powers, and introduces Monster occupied regions that protect Relics and Places of great power!
Play Small World Underground on its own or combine it with other Small World game elements.
- 2 Double-Sided Game Boards, one for each player configuration
- 15 New Fantasy Races with matching banners & tokens
- 21 New Special Power badges
- 9 Popular Places & 6 Righteous Relics
- 9 Black Mountains & 1 Volcano
- 8 Mushroom Armor, 7 Silver Hammer, 4 Vengeance Markers, 1 Bag-o'-Many-Things & 1 Game Turn Marker
- 1 Balrog, 1 Ghost, 1 Great Ancient & 1 Queen
- 106 Victory Coins
- 5 Player & 1 Game Turn Summary Sheets
- 1 Reinforcement Die
- 1 Rules Booklet
Stronghold
Type: Fighting/Worker Placement
Ages: 10 and up
Number of Players: 2 – 4
Playing Time: 120 minutes
An open copy of this game is available for play at Board Game Warriors.
Prepare yourself for the battle of the ages, be you the Defender or the Invader, the struggle will be epic and the story will be glorious.
Valley Games is proud to announce the reprinting of STRONGHOLD. We have been working with a number of people to rework the rules into 2 separate handbooks, one for the Defender and one for the Invaders. The artwork will remain the same so those of you with the first edition will be able to download the newest rules.
Stronghold is a 2-4 player game telling the story of a siege. Players take opposite sides, one has to defend the stronghold, the other has to break into the castle as soon as possible. As time passes, defenders get Victory Points every turn for their efforts on the walls.
The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and from where they proceed to the walls.
The defender has a small amount of soldiers manning the walls, while the invader has an infinite legion of them! A desperate fight is taking place every single turn. The invaders build war machines, equip their soldiers, train them and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers and do everything they can to hold the castle as long as possible.
Summoner Wars Master Set
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
Expanded by:
Summoner Wars is a fast-playing, action-packed card game for 2-4 players in which they take on the role of Summoners: powerful beings who harness the power of mysterious Summoning Stones to lead their race to conquest on the war-torn planet of Itharia. These Summoners wield terrible magic on the battlefield, freezing their foes in place, draining their enemies of power, and even bringing rains of fire down from the heavens. But most notoriously, they summon their great race's hordes of warriors to the battlefield, to clash in the never-ending struggle for supremacy. A Summoner is both mage and general, and must combine their wizardly might with clever tactics to defeat the enemy Summoner on the opposite side of the battle.
The Summoner Wars Master Set contains six new and different complete factions from which to choose:
• Play as the Shadow Elves and conceal your plans in swirling darkness!
• Choose the Benders and confound your foe, turning his own troops against him!
• Command the Vargath, mountainous goatfolk who call lightning from the heavens!
• Select the nefarious Sand Goblins and delight in malicious trickery!
• Muster the Deep Dwarves and control the forces of Geomancy!
• Lead the ferocious Swamp Orcs to war and hack upon your foes as they are snared in your vines!
Strategy shapes the composition of each deck of cards and how they are used. Tactics determine the effectiveness of those cards in battle. Call walls of stone to protect you in combat and serve as magic portals for you to summon your warriors. Call your forces forth and send them in a surging wave against your enemy. Cast spells that bolster your forces and cut down those who would oppose you.
Victory can come only from the death of your opponent's Summoner...
Summoners Wars: Guild Dwarves vs. Cave Goblins
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
The Battle Ignites in the Mountains of Sorrow!
The Mountains of Sorrow are aptly named, for they have been the site of the unending clash between Goblin and Dwarf. The Cave Goblins seek merely to throw themselves upon any foe with the will to fight. The Guild Dwarves sit in their mountain halls, jealously guarding their ancient riches. But with the discovery of the Summoning Stones comes a new kind of combat, and now these two great races will help set off the War for Itharia.
Summoner Wars: Guild Dwarves vs. Cave Goblins gives players everything they need to join the War for Itharia, as either of these great races. Will you play the Guild Dwarves, whose knowledge of siege warfare knows no rival? Or will you play the Cave Goblins, and swarm your foe with your fanatical hordes?
This Summoner Wars Starter Set provides 2 complete Faction decks, as well as all the materials needed to play games of Summoner Wars.
This Starter Set Includes:
•1 Battlefield
•20 Wound Markers
•5 Six-Sided Dice
•1 Full-Color Rulebook
•2 Complete Faction Decks
Guild Dwarves Faction Deck Includes:
•1 Oldin - Summoner
•1 Gror - Champion
•1 Baldar - Champion
•1 Thorkur - Champion
•8 Defenders - Common
•6 Spearmen - Common
•4 Engineers - Common
•2 Besiege the Walls Events
•2 Heroic Feat Events
•2 Magic Drain Events
•2 Reinforcements Events
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
Cave Goblins Faction Deck Includes:
•1 Sneeks - Summoner
•1 The Eater - Champion
•1 Mook - Champion
•1 Blarf - Champion
•8 Fighters - Common
•6 Slingers - Common
•4 Berserkers - Common
•3 Goblin Horde Attack Events
•3 Goblin Rage Events
•2 Goblin Rush Events
•1 Goblin Invinciblity Event
•3 Wall Cards
•1 Summoner Reference Card
The summoning stones have been found and war is upon you. Carve out your empire - and let your enemies despair!
Summoners Wars: Phoenix Elves vs. Tundra Orcs
Type: Fighting/Card Game
Number of Players: 2 (can be combined for 4)
Playing Time: 30 minutes
Ages : 9 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Blood will Flow in the Wasted Summerlands!
What was once a fertile land of unparalleled beauty was replaced by a wasteland of ice. Now the Phoenix Elves, trapped for millennia in their volcanic halls, have found a Summoning Stone and are ready to seek revenge for the destruction of the Summerlands. But in their way are the Tundra Orcs: frozen reavers with a Stone of their own, as well as plans for grisly conquest.
Summoner Wars: Phoenix Elves vs. Tundra Orcs gives players everything they need to join the War for Itharia, as either of these great races. Will you play the Phoenix Elves, whose magic and ferocity burn as brightly as their anger? Or will you play the Tundra Orcs, and bury the world in a graveyard of ice?
This Summoner Wars Starter Set provides 2 complete Faction decks, as well as all the materials needed to play games of Summoner Wars.
This Starter Set Includes:
•1 Battlefield
•20 Wound Markers
•5 Six-Sided Dice
•1 Full-Color Rulebook
•2 Complete Faction Decks
Phoenix Elves Faction Deck Includes:
•1 Prince Elien - Summoner
•1 Maelena - Champion
•1 Kaeseeall - Champion
•1 Fire Drake - Champion
•6 Guardians - Common
•6 Warriors - Common
•6 Archers - Common
•3 Spirit of the Phoenix Events
•2 Burn Events
•2 Magic Drain Events
•1 Greater Burn Event
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
Tundra Orcs Faction Deck Includes:
•1 Grognack - Summoner
•1 Blagog - Champion
•1 Krung - Champion
•1 Ragnor - Champion
•8 Fighters - Common
•5 Shamans - Common
•5 Smashers - Common
•3 Freeze Events
•3 Ice Wall Events
•2 Reinforcements Events
•1 A Hero is Born Event
•3 Wall Cards
•1 Summoner Reference Card
The summoning stones have been found and war is upon you. Carve out your empire - and let your enemies despair!
Super Dungeon Explore
Type: Dungeon Crawler
Number of players: 2-6
Age of players: 10 and up
Length: 90 minutes
Super Dungeon Explore, the world's first chibi anime strategy battle game is here! Go head-to-head with your party of brave adventurers, or play as the dungeons evil master summoning hordes of minions to battle over who will rule the underworld of Crystalia.
This game box comes complete with over 50 finely crafted Soda Pop miniatures, full rules, cards, dice, and battle maps to start playing your games of Super Dungeon Explore!
All pre-orders from now through November 11th will receive our limited edition Candy & Cola chibi adventurers with their orders. This powerful duo is a great addition to any adventure party! Candy & Cola come complete with game card for use in your games of Super Dungeon Explore!
Game Contents
• 50 + highly detailed Soda Pop Miniatures
• Custom Super Dungeon Battle Dice
• Character and Minion Stat Cards
• Loot and Treasure Card Decks
• 5 Large, Double Sided Dungeon Boards
• 32 Page Rule Book
Tales of the Arabian Nights
Type: Storytelling
No. of players: 2-6
Ages: 12+
Playing time: 120+ minutes
In Tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just like those told by Scheherazade to her spellbound sultan! You will travel the land seeking your own destiny and fortune. You will learn stories and gain wisdom to share with others. Will you be the first to fulfill your destiny? The next Tale is yours to tell! There is, of course, a winner in Tales of the Arabian Nights, but the point of the game is less to see who wins and more to enjoy the unfolding and telling
of a great story!
In this new edition of the groundbreaking storytelling game, you enter the lands of the Arabian Nights alongside Sindbad, Ali Baba, and the other legendary heroes of the tales. Travel the world encountering imprisoned princesses, powerful 'efreets, evil viziers, and such marvels as the Magnetic Mountain and the fabled Elephant's Graveyard.
Choose your actions carefully and the skills you possess will reward you: become beloved, wealthy, mighty - even become sultan of a great land. Choose foolishly, however, and become a beggar, or be cursed with a beast's form or become insane from terror! YOU will bring to life the stories of the inestimable Book of Tales in this vastly replayable board game with over 2002 tales that will challenge, amuse, astound and spellbind you for years to come.
Talisman
Type: Fantasy Role Play
Number of Players: 2 − 6
Playing Time: 90 minutes
Ages : 9 and up
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
Talisman takes you on a journey through magical lands, as you endeavor to reclaim the Crown of Command. Each turn will see your hero advancing, battling, gaining knowledge and power necessary to defeat the guardians lurking between the Portal of Power and the Valley of Fire.
Talisman is a cult classic board game with a fantasy theme. There are 14 characters a player can control, from the heroic Warrior to the powerful Sorcerer. In this perilous adventure, play centers around the journey of these gallant heroes to find and claim the Crown of Command, a magical artifact with the power to destroy all rivals and make the bearer the true ruler of the kingdom. Only with strength, courage, wisdom and a few good dice rolls will players be able to survive the ultimate test and beat their opponents to victory.
Tannhauser
Type: Fantasy/Dice Rolling
Number of players: 2-10
Age of players: 11+
Length: 60 minutes
A copy of this game is available for play at Board Game Warriors.
In 1949, this incessant war has been raging for 35 years and finally a secret archaeological dig has delivered to the Obscura Korps a long sought ancient relic. This artifact is thought to guard an ancient parcel of knowledge. The exact emplacement of one of the four dark cardinal corners of reality is on the verge of being revealed.
A portal leading to hell, this un-sanctified zone is found buried within the secular crypt of a fortress situated in the heart of central Europe. The Reich's 13th Occult Division is there now. They are about to call upon the Cohorts of Chaos to help them force the world into eternal servitude.
Parachuted behind enemy lines, a fistful of men and women are all the Union has left to thwart this peculiar menace. The Union's finest trained commandos armed with technology still in its experimental stages, the glory bound 42nd Alter-Marine Special Forces must now face the most terrible danger to face humanity in recorded history.
Tannhäuser goes beyond the standard package of set of characters, proposing a vast array of customization, allowing players to develop a unique tactic and style of play for their hero. 10 charismatic personalties await them to be groomed for battle, using over 70 magnificently illustrated types of tokens that faithfully depict various weapons, medals, ranks, powers and equipment.
The Heavens of Olympus
Type: Area Control
Ages: 13 and up
Number of Players: 3 – 5
Playing Time: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Zeus, the greatest of the gods, has decided that he wants to construct a universe to gaze upon from high atop Mount Olympus. He has enlisted the help of several unknown gods to do this for him – and they have 5 days to fi nish the job. As a reward, Zeus has decided that the god who performs the best while making this universe will take his or her place among the greater gods and be admitted into Mount Olympus. Each player takes on the role of one of these unknown gods working to help create the Heavens of Olympus. The goal of the game is to earn the most Prestige Points. Prestige Points can be earned at the end of each round and during each round if specific actions are completed.
The Red Dragon Inn: Gambling? I'm In!
Type: Card Games
Ages: 15 and up
Number of Players: 2 – 8
Playing Time: 5 minutes
Can be combined with:
The Red Dragon Inn
The Red Dragon Inn 2
The Red Dragon Inn 3
The Red Dragon Inn: Gambling I'm In! is a game about the games that the heroes play when they gamble at the Red Dragon Inn. Now, players of The Red Dragon Inn, The Red Dragon Inn 2, and Red Dragon Inn 3 can play out an actual round of gambling when they play the "Gambling? I'm In!" card! Even better, the gambling games also can be played on their own as standalone games, or as part of your RPG, or LARP. The game will come with a 93 card Rogues and Warriors Deck, a bunch of 6 sided dice, coin tokens, debt and loan tokens and rules for at least 7 games! Some of the games use dice. Some of the games use cards from the Rogues and Warriors Deck, and some of the games use dice and cards.
This card deck was developed as a stand-alone game as well as a possible replacement to the gambling component in Red Dragon Inn 1 and 2.
The deck consists of 90 cards. The deck is broken down into three colors (rust, green, and blue) with 6 different symbols. The card faces feature 1 Knight, 2 Ladys, 3 Bards, 4 Merchants, and 5 Rogues per card symbol. There is a die symbol on each card with a number of pips equal to the number of cards of its type and a set of symbols on the right that denote character superiority in certain game variations. Some games with this deck involve 6 D6 dice (not included).
There are five base games included and are as follows:
1. Rogues and Warriors - Similar to two card poker, each player is dealt two cards. You compare these two cards to the symbols on the right to determine how powerful your hand is.
2. Threes - Uses all dice, no cards.
3. Jack of All Trades - Uses 5 dice and only the Rogue and Warrior cards. The theme is putting your workers to work and using the cards and dice to complete jobs.
4. Den of Thieves - No dice. Hands are dealt and players use the special abilities of each character to influence hand weight and scoring.
5. The Wheel (and The Clock) - No dice. Players try to guess what cards others are collecting in order to gain points and win the round.
When combined with The Red Dragon inn 1 and 2, when a player plays the "Gambling, I'm in!" card, the player may decide to choose any game from the list to play instead of the normal gambling rules. Special rules are included for each variation when combining this with the normal game.
There will be other variations available as Slugfest has invited players to create their own games with the deck and the ones deemed best will be included in later rules updates.
Thunderstone
Type: Card Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 60 minutes
An open copy of this game is available for play at Board Game Warriors.
Expanded by:
For ages the vile Doom Knights have sought to gather the remaining Thunderstones to fulfill a prophecy of corruption over the lands. Now the first Thunderstone has been discovered in the Dungeons of Grimhold and the Doom Knights have sent their minions to claim the relic. The Villagers of Barrowsdale gather brave souls to face the dungeon and keep the Thunderstone out of the hands of the Doom Knights.
Thunderstone is a new and exciting fantasy deck-building game from Alderac Entertainment Group. Fight the evils of the dungeon to prove your worth. Gain powerful weaponry and level into new and mighty hero classes. Claim the best cards and survive to take the Thunderstone. Featuring beautiful art from Jason Engle, Thunderstone is a welcome addition to any fantasy gamer’s collection.
Will you claim the Thunderstone?
- A Fantasy Deck Building Adventure.
- Amazing Replay Value.
- Build Up Your Character as you Play.
- Over 500 Cards.
- Challenging Game Design by Michael Elliott.
- Stunning art by fantasy artist Jason Engle.
Thunderstone Advance: Towers of Ruin
Type: Deck Building Game
Ages: 12 and up
Number of Players: 1 – 5
Playing Time: 45 minutes
Compatible with Thunderstone.
Thunderstone is a BoardGameGeek.com Top 100 game, loved by players worldwide. Now, it’s time to level up your game with Thunderstone Advance.
Thunderstone Advance features all-new art, brand new cards, and completely revised rules, all designed to help games run faster. New mechanics include allied familiars, and villainous Thunderstone Bearers!
And, for the first time, Thunderstone Advance features a storyline, allowing deeper immersion into the game.
Thunderstone Advance contains:
- A Learn to Play booklet to get new players going right away.
- Improved card design and layout for easy play.
- A two-sided game board for smooth setup in the village and the dungeon.
- Familiars join the fight to aid your quest.
- Powerful new Thunderstone Bearers lurk in every dungeon.
- 11 new heroes! 9 new monster groups! 19 new village cards!
Thunderstone Advance is designed to be compatible with existing Thunderstone cards, but requires no previous knowledge to play. Thunderstone Advance is the perfect starting point for new players, and a serious level up for experienced players.
Thunderstone: Dragonspire
Type: Deck Building Card Game
Ages: 12 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
Compatible with Thunderstone
The Doomgate is open, and Doom has been released into the world! The forces of destruction stalk the lands, destroying all they touch. There is but one dim flicker of hope: the Thunderstones, scattered at the dawn of time. Two lie hidden deep within the Dragonspire.
Will your heroes be the first to reach them?
Dragonspire is a stand-alone expansion to Thunderstone. The cards within can be played with any or all of the past Thunderstone sets, or can be used by themselves as a fully playable set. Dragonspire adds a fresh crew of new heroes, along with new spells, villagers, and weapons all ready to help your stand against the darkness. They will be needed, for within new terrors have awakened: bloodthirsty undead, blistering elementals, wrathful dragons, and mighty giants! Dragonspire also includes brand-new dungeon settings, campaign rules, and an entirely new way to face Doom alone!
- New Dungeon Board
- Over 500 cards with all-new art
- New plastic XP tokens
- Eleven new heroes and seven new monsters, plus new village cards
Two by Two
Type: Set Collection
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
The floodwaters are rising and the animals need to board the ark!
Valley Games is pleased to announce the arrival of Two by Two, and the first published for designer Rob Bartel.
Players move their ARKS around a steadily deteriorating landscape, matching pairs to rescue stranded animals. The goal is to find matching pairs of animals and bring them onto your ark before your opponents raise the waters. There are six animals of every type, except for the unicorn, of which there are only two. Animals that are rare at the end of the game are worth more points.
The game is for 2-4 players aged 8 and up and takes around 45 minutes to play. This game offers both the family and the seasoned gamer the opportunity to have a great deal of fun.
War of the Ring
Type: Area Movement
Number of players: 2-4
Age of players: 12+
Length: 3 hours
An open copy of this game is available for play at Board Game Warriors.
In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA).
Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight in the War of the Ring or not.
The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.
Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).
Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.
War of the Ring - 2nd Edition
Type: War Game
Ages: 14 and up
Number of Players: 2 – 4
Playing Time: 180 minutes
The War of the Ring is a game for two to four players, based on J.R.R. Tolkien’s The Lord of the Rings™. The players take part in the struggle of the armies of the Free Peoples and the heroic Companions of the Fellowship of the Ring against the dark host of the Shadow and the powerful Minions of the Dark Lord.
In a two-player game, each opponent will lead either the Free Peoples or the armies of the Shadow, while in a three- or four-players game, the players will be organized in two team, each team controlling either faction.
In each game of War of the Ring, the player controlling the Shadow attempts to use his superior military power to conquer Middle-earth. At his command gather Sauron’s legions of Orcs and Trolls, the forces of the wizard Saruman, and the hosts of the Southrons and Easterlings, set to bring darkness over the West.
Against this onslaught, the Free Peoples player leads an allegiance of Elves, Dwarves, the riders of Rohan, men of Gondor, and men from the North—a fragile union trying to defend the last free realms of Middle-earth, and to gain precious time to allow the success of the Quest of the Ring-bearers.
While armies clash, the nine Companions of the Fellowship of the Ring travel towards the very heart of the domains of the Dark Lord—Mount Doom—to destroy the One Ring in the Mountain of Fire.
Controlled by the Free Peoples player, the Fellowship is his true chance of winning, as the military forces of the Shadow will be vanquished together with their master if the Ring is undone. But the Quest is fraught with ever greater perils, as the Darkness falls over Middle-earth… In the end, one side will emerge victorious.
If the Shadow conquers enough of its enemies’ cities and strongholds, or if the Ring-bearers fail and are corrupted, Darkness will triumph. If the Fellowship succeeds in destroying the Ring before this happens, or the armies of the Free Peoples succeed in turning the tide and conquering the enemy’s strongholds themselves, the fall of the Dark Lord is at hand…
- A massive 70x100 cm Game Board in two sections
- 204 Plastic Figures representing Armies and Characters (more than 30 different sculptures)
- 16 Action Dice
- 5 Combat Dice
- 76 Cardboard Counters
- 110 Event and Character Cards
- Game Rules
- 2 Player Aids
Warcraft: The Board Game
Type: Wargame
Ages: 12+
Players: 2-4
Length: 60-90 minutes
Based on the popular series of video games, Warcraft: The Board Game continues FFG’s tradition of high-quality, innovative board games. Warcraft features an adaptable/expandable geomorphic board, exciting components, and the innovative "Command/Movement" system that simulates the real-time action and excitement of the Warcraft computer game.
Player take command of an army of Night Elves, Humans, Orcs or Undead. Harvest gold and wood, build a strong village, and set out to conquer
and destroy!
Warriors
Type: Car/Battle Game
Ages: 8 and up
Number of Players: 2 – 4
Playing Time: 30 minutes
The Game of Monsters, Myth, & Mayhem.
For centuries, the kingdoms of earth have been at peace, dominated by the rule of men. But now, powerful Wizards, Dwarves, Elves, Trolls, and Goblins are ready to challenge man's reign. Even the Undead are rising up. Chaos is about to erupt as creatures battle each other and even amongst themselves for control. You must lead your armies (infantry, archers, cavalry, and more) into the fray or be crushed by the assault. It is the age of WARRIORS.
Warriors: Dragon Horde
This is an expansion for the game Warriors, and requires the base game to play.
Dragons. Will they be your ally? Or will they be a new foe? Fire away and see!
DRAGON HORDES is not a stand-alone game.
It is the first Expansion Set for the basic WARRIORS game. You must own WARRIORS to be able to use DRAGON HORDES. With this expansion, the game becomes suitable for 2-6 players
Werewolves of Miller's Hollow - The Village
Type: Party/Bluffing
Ages: 8 and up
Number of Players: 8 – 18
Playing Time: 30 minutes
The Village is not a mere expansion, but rather a stand-alone game. The card sizes are changed from the original.
After the terrible tragedy of the so-called "New Moon", the village became a desert of ruins. Many years later, some brave outsiders rebuilt the village stone by stone, with the treasures amassed from their latest adventures. They then launched a clarion call to encourage all homeless adventurers to come live in this new ideal village.
From all corners of the country, volunteers flocked to live in brand new houses, farms and shops. Some even camped on the village square, waiting for houses to become available. Thus, the school is once again filled with the laughter of children and the tavern is filled with playful echoes of conversations, punctuated by the clink of filled glasses.
However, there remain claims that werewolves exist among the new community!
Welcome to The Village! As in the original game (Werewolves of Miller's Hollow), players will assume characters in the charming village. However, in The Village, players will also assume a trade/profession.
Wiz-War
Type: Fantasy
Number of Players: 2 − 4
Playing Time: 60 minutes
Ages : 14 and up
In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.
Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.
World of Warcraft: Shadow of War
This is a card expansion for World of Warcraft: The Board Game.
From the day that the Horde set foot on Azeroth, the world has not known peace. The Horde and the Alliance have battled for generations, and the Third War brought them a new enemy, more terrible than they could have imagined. Now, throughout what once was Lordaeron and its allied kingdoms, heroes of Horde and Alliance alike struggle valiantly in the Shadow of War.
Shadow of War is a card expansion for World of Warcraft: The Board Game. It contains new rules, new options, and new ways to customize your gameplay. Its features include:
Ten new talents and ten new powers for all nine playable classes!
New Blue Quests, which focus on the independant blue monsters.
Destiny cards, unfolding the sweeping epic that is your adventure in Azeroth!
Nearly 200 new item cards!
Yggdrasil
Type: Cooperative Adventure
Number of players: 1 – 6
Age of players: 13 and up
Length: 75 minutes
In Yggdrasil the players represent Gods of Scandinavian Mythology (Odin, Thor, Tyr, Frey, Freya and Heimdall) who fight against monsters (Loki, Fenrir, Surt, Hel, Niddhog and Jormungand) to avoid the Ragnarök (the end of the times).
In each turn, a God (player) can perform three actions in the Worlds of Yggdrasil. It may appeal to dwarf who forged weapons, seek the help of elves, send Valkyries seeking new souls of vikings who form the divine army, negotiate with caravans, fighting against the giants of ice weaken the gods but can also use the runes, fire giants manage the lands of Midgard, Asgard to fight directly against the enemy.
