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Type: Auction/Deduction Game
Number of players: 3 – 6
Age of players: 12 and up
Length: 90 minutes
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1812: The Invasion of Canada
Type: War Game
Ages: 10 and up
Number of Players: 2 – 5
Playing Time: 90 minutes
The year is 1812. Great Britain and her allies are battling Napoleon for control of Europe. In response to British seizure of American ships and goods, the young United States declares war on Britain and invades Canada. You and up to 4 other players take command of the armies of the British Redcoats, Canadian Militia, and Native Americans, or of the American Regulars and American Militia to decide the fate of the Americas. The action takes place on a huge historically accurate map that spans the United States and Canada from Detroit to Montreal. Players from each faction cooperate to gain control of key towns and forts.
1812 features fast, intuitive and fun gameplay that involves teamwork and strategic planning in a historic and educational setting. This is THE GAME for people who want an enjoyable and manageable introduction to historic/conflict based games.
In 1812 - The Invasion of Canada, players take on one of the roles of the major factions that took part in the War of 1812. On the British side these are represented by the British Regulars (Redcoats), Canadian Militia and Native Americans; and the American Regular Army and American Militia comprise the American players. Players for each side will cooperate with each other in order to plan and conduct their campaigns. Each side will attempt to capture Objective Areas on the map. When a truce is called, the side that controls the most enemy Objective Areas wins.
Game includes:
- 1 - Mounted Map 950 x 480mm
- 60 - Cards
- 160 - Wooden Cube Units
- 5 - Sets of Custom Battle Dice and Turn Order Markers
- 20 - Control Markers and a Round Marker Pawn
- 1 - Rulebook (5 pages), 3 Campaigns and a full historical overview of the campaign.
A Game of Thrones LCG: Lions of the Rock
This is an expansion for A Game of Thrones the Living Card Game and requires the base game to play.
From their seat of power at Casterly Rock, a seat nearly as powerful as the Iron Throne itself in wealth and influence, the rich and powerful lords of House Lannister are raising the banners of war. Beneath the golden lion on a crimson field as red as spilt blood ruthless lords, devious ladies, cunning knights, and vast armies are forming to proclaim to Westeros the words of House Lannister: "Hear Me Roar!"
Lions of the Rock is the sixth Deluxe Expansion for A Game of Thrones: The Card Game, featuring 165 cards new to the LCG card pool – three copies each of 55 unique cards – that add deck-building opportunities and strategic depth to your game.
The cards included in Lions of the Rock deepen the existing strengths of House Lannister, as well as adding some new avenues of strategy to explore. Forming the core of Lions of the Rock are the formidable members of the Lannister family: the ruthless patriarch Tywin, the treacherous queen Cersei, the Kingslayer Jaime, and the beguiling Tyrion. Each wields power as naturally as dragons breathe fire, backed by the limitless wealth of Casterly Rock and the unbreakable will of House Lannister's honor and willingness to repay any debt in blood. As anyone in Westeros will tell you – a Lannister always pays his debts...
In-game, each Lannister represents a different approach to victory, around which entire decks could be built, from Tyrion's synergy with the Clansman trait, to Tywin's breathtaking seizure of power based on having lots of gold in play during Dominance, to Cersei's ability to claim power whenever you win intrigue challenges (playing very well into the new The Power Behind the Throne agenda). Working separately, the Lannisters are merely powerful. Working together, the might of the Lannisters can become unstoppable.
Ascension: Storm of Souls
Type: Deck Building Game
Number of players: 1 – 6
Age of players: 8 and up
Length: 30 minutes
Integrates with:
Samael is dead, but a storm is still raging across Vigil. Ascension: Storm of Souls takes players into the chaos following the Fallen One's demise. As Samael's monsters run wild and his minions conspire, the world is being slowly overtaken with souls that should have moved on. Are you ready for the new challenges that Vigil's future holds?
Ascension: Storm of Souls is the first full-sized expansion for the hit deck-building game from Gary Games. The 200-card set features tons of new cards and mechanics, in addition to a new Event card type.
A complete 1-4 player game playable on its own or with other Ascension games! Combine with other Ascension games to play with up to 6 players!
Battletech 25th Anniversary Intro Box Set
Type: Miniatures/Fighting Game
Number of Players: 2 − 6
Playing Time: 120 minutes
Ages : 14 and up
Strap yourself into the ultimate suit of armor: the BattleMech. Thirty feet tall and weighing up to a hundred tons, this humanoid engine of destruction is a walking arsenal with enough firepower to level a city block. The BattleTech game system takes you into the world of the 31st Century, where war has become a way of life. You are a MechWarrior. You are in command of the most powerful machine on the battlefield, and hold the fate of empires in your hand!
The BattleTech 25th Anniversary Introductory Box Set thrusts you onto the battlefields of the 31st century. This box contains everything needed to play:
- 24 unpainted, ready-to-play plastic BattleMech minis
- 2 unpainted, premium-quality plastic BattleMech minis
- One 12-page full-color quick-start rulebook will have players into the action in minutes
- 36-page book of pre-generated BattleMech Record Sheets
- One 80-page full-color rulebook
- Inner Sphere at a Glance, a 56-page full-color book of universe
background and BattleMech technical data - One 16-page full-color Painting and Tactics Guide
- Two heavy-duty cards of compiled tables
- Two 18″ x 24″ game-board quality maps
Bohnanza: High Bohn Plus
This is an expansion for Bohnanza and requires the base game to play.
This expansion to Bohnanza contains new game variants and two new bean types, the Cognac bean and the Field bean. With High Bohn (for 3-5 players), the players may spend their thalers on buildings located in Virginia City. These building have attributes that give the players new tactics for winning. The Plus part of this expansion adds Field Beans (for 4-5 players) that can be harvested for a third field and Order cards (for 3-7 players) that allow players to earn extra thalers when they can fill very specific orders.
Command & Colours: Ancients: The Spartan Army
This is an expansion for Command & Colours: Ancients and requires the base game to play.
The Spartan Army expansion features over 20 scenarios, which focus on a period of time from 669 BC to 338 BC. In the early battles of Sparta against Argive, we see the development of Hoplite armies. We then move onto the war with the Persian Empire and take a closer look at the battle of Thermopylae, 480 BC. During the Peloponnesian Wars, Sparta takes a leader position among the Peloponnesian states, which would last for almost two centuries. Finally there is a shift in power away from Sparta during the battles of the Theban Era and the rise of Macedon.
The Spartan Army expansion also provides all the blocks and stickers needed to field a Spartan Army and its allies to oppose the armies from Commands & Colors: Ancients - Expansion #1 - Greek vs Eastern Kingdoms. As well as one sheet of 15 new double sided Terrain Tiles.
Rules-wise, if you are familiar with Commands & Colors: Ancients, you'll have no trouble at all learning the special rules for Hoplite infantry, for the basic game mechanics remain unchanged. Battle dice still resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory.
As with all Commands & Colors: Ancients expansions to date, the tactics you will need to execute with thees Hoplite armies will conform remarkably well to the advantages and limitations inherent to these historical units, their weapons, the terrain and history.
- Publisher Page
Contents:
- Rule/Scenario Booklet that features 26 historical scenarios
- 1 Reference Card
- 228 Blocks
- Block Label sheets
- 2 Terrain Tile Sheets: each contains 15 double-sided Terrain Tiles
Scenarios:
- Hysiae 669 BC
- Thyreatis 545 BC
- Sepeia 494 BC
- Thermopylae (Middle Gate) 480 BC
- Thermopylae (Grand Overview) 480 BC
- Plataea 479 BC
- Mycale 479 BC
- Tanagra 457 BC
- Olpae 426 BC
- Sphacteria 425 BC
- Delium 424 BC
- Amphipolis 422 BC
- Mantinea 418 BC
- Anapus River 415 BC
- Phyle 404 BC
- Munychia 404 BC
- Piraeus 403 BC
- Centrites River 401 BC
- Coronea 394 BC
- Nemea 394 BC
- Lechaeum 391 BC
- Tegyra 375 BC
- Leuctra 371 BC
- Mantinea 362 BC
- Chaeronea 338 BC
- Megalopolis 331 BC
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
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
Fortuna
Type: Worker Placement
Number of players: 2 – 4
Age of players: 10 and up
Length: 60 minutes
Fortuna is situated in the Roman Empire, during Caesar's reign.
The players are ambitious Romans striving for influence in the Roman Empire. While striving for power, happiness and wealth, they leave their own village and travel towards the City of Rome. The road to Rome is long and there are many ways to reach your life purpose. As a hardworking farmer you can work the land and grow large quantities of grain and wine. A clever farmer irrigates the land to improve the yield of his harvest. Trading your harvested goods for the best price may bring you the means to move up the ladder of the Roman hierarchy. When will you decide to move on and buy yourself an army of Centurions? Or will you choose the sacred way of Religion and serve the ruthless Roman Gods? Along the way, you will have the opportunity to find happiness and wealth in marriage. Will you take this chance to become happy or not? If you contribute well to the Roman Empire, you will grow in the favor of the Emperor and move further to Rome. Will the citizens of Rome welcome you jubilantly?
Coming nearer to Rome and the Emperor's Palace the tension in the game becomes higher. Which of the players has contributed most to the Empire? And which of the players has saved the city in times of crisis? Just when water and food supplies become exhausted or Centurions are needed to protect Rome against a hostile invasion, only the most prestigious Romans show their courage and value. The Emperor will reward this Roman with golden Fortuna coins, and the deeper the crisis, the more affluent this reward will be. When a player has reached the centre of Rome, only the player who has done most for the Emperor and the People of Rome will become Victorious.
Make sure to be in the City of Rome so you are able to take that triumphal march to Victory!
Game materials
- 1 Set of Rules
- 1 Set up & overview card
- 1 Game board
- 9 Dice
- 15 Privilege tokens
Materials for players:
- 4 Provinces
- 4 Playing figures in the players colors: Orange, Purple, Blue and Grey
- 12 Markers in playing colors: 3x Orange, 3x Purple, 3x Blue and 3x Grey
Playing cards:
- 6 Favor cards
- 26 Privilege cards (free resources, extra steps and Victory Points)
- 12 Action cards
- 12 Building cards (Palaces, Aqueducts, Markets and Basillicas)
Resources:
- 15 Water units, 15 Grain units, 15 Wine units, 12 Centurions and 12 Vestal Virgins
Lord of the Rings LCG: Khazad-Dum
This is an expansion for The Lord of the Rings Card Game and requires the base game to play.
The first deluxe expansion for The Lord of the Rings: The Card Game, Khazad-dûm transports you to the ancient realm of the Dwarves with 165 new cards (with three copies each of its player cards), including new scenarios, encounter sets, heroes, allies, attachments, and events.
From Orcs and Trolls to Ringwraiths and Dragons, Middle-earth is a rich and expansive world, filled with fantastic and iconic creatures. As you venture into the ancient Dwarven realm of Khazad-dûm, you'll enter a place in Middle-earth far removed from the settings and creatures represented by the Core Set encounter cards. Dark tunnels teem with goblins, and any wrong turn could send you plummeting through pits to find yourself confronted by older and fouler things than Orcs.
Therefore, in addition to expanding your existing game experience, Khazad-dûm introduces nine all-new encounter sets. These unique sets, when combined into encounter decks (as instructed by the rules), make up the three included scenarios in Khazad-dûm
Magic the Gathering - Dark Ascension Booster Box
Type: Deck Building Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 20 minutes
Booster box of Dark Ascension, the second set in the “Innistrad” Block by Magic the Gathering. Each booster box is factory-sealed and contains 36 unopened, randomized booster packs of 15 cards each.
Command the Night
Innistrad has been overrun by creatures of the night. Vampires, werewolves, and zombies run wild across the land. While the forces of good struggle to hold back the threat, villagers cower behind walls and pray for the morning light. In this nightmare world of monsters and dark magic, only the most powerful Planeswalkers will survive.
Collector's Highlights
Dark Ascension features 158 black-bordered cards, including randomly inserted premium versions of all cards in the set. It is available in booster packs, intro packs, and fat packs. And as with Innistrad, Dark Ascension brings double-faced cards to Magic.
Magic the Gathering - Dark Ascension Booster Packs
Type: Deck Building Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 20 minutes
In Store Only:
3 for $10.89
6 for $19.89
Command the Night
Innistrad has been overrun by creatures of the night. Vampires, werewolves, and zombies run wild across the land. While the forces of good struggle to hold back the threat, villagers cower behind walls and pray for the morning light. In this nightmare world of monsters and dark magic, only the most powerful Planeswalkers will survive.
Collector's Highlights
Dark Ascension features 158 black-bordered cards, including randomly inserted premium versions of all cards in the set. It is available in booster packs, intro packs, and fat packs. And as with Innistrad, Dark Ascension brings double-faced cards to Magic.
Magic the Gathering - Dark Ascension Intro Packs
Type: Deck Building Card Game
Ages: 13 and up
Number of Players: 2
Playing Time: 20 minutes
Innistrad has been overrun by creatures of the night. While the forces of good struggle to hold back the threat, villagers cower behind walls and pray for the morning light.
Each Pack Contains:
- 1 premium foil card,
- 1 60-card deck,
- 1 booster,
- 1 learn-to-play insert,
- 1 strategy insert
There are FIVE Intro Packs to choose from:
Swift Justice (White and Red): When you’re surrounded by things that want to kill you, kill them first! Fearlessly lead your creatures headlong into battle, and their ferocity will win you the day.
Relentless Dead (Blue and Black): Legions of shambling zombies await your command. Unleash your hordes to overwhelm your enemies, then raise an army of the dead with good old-fashioned necromancy.
Dark Sacrifice (Black and White): The dark powers require a sacrifice, and now you can satisfy their diabolical demands. Your reward? Power to vanquish even the strongest foes.
Monstrous Surprise (Red and Green): Just when your enemies think you’re down, you emerge stronger than before. If your creatures die, they return with a vengeance.
Grave Power (Green and Blue): No need to fear death—it just makes you stronger! Fill your graveyard with creatures and then reap the rewards on the battlefield.
Mundus Novus
Type: Set Collection/Trading Game
Number of players: 2 – 6
Age of players: 13 and up
Length: 60 minutes
The Art of Trading in the New World!
It is the sixteenth century. You are a powerful merchant in search of riches from the recently discovered New World (Mundus Novus). To transport gold and precious commodities (cocoa, corn, vanilla ...), you and your fellow conquistadores will charter fleets of caravels, seek the support of famous backers, build warehouses and buy goods. Expand your business empire and make a fortune!
The game is played using two decks of cards: a deck of resource cards, which contains cards representing ten different resources, and a deck of development cards, which give special benefits to their owners. The game is played in rounds, with each round consisting of four phases:
Each round starts with the Event phase, in which a random event may occur that affects all players.
The next phase is the Supply phase. Each player receives five random resource cards, plus one resource card for each caravel (a type of development card) that he owns, chosen from a common pool.
Then, during the Trade phase, the players trade some of their cards. One of the players, the Trade Master, determines how many resource cards (2, 3 or 4) each player must offer for trade. The player that offers the resources with the highest value becomes the new Trade Master. He chooses one of the resources offered by one of the other players, and adds it to his hand, or exchanges it with a card from the market (three face-up cards that are available for such exchanges). Then, the player that he has taken a card from gets to take a card, and so on, until all the cards have been taken.
Finally, during the Progression phase, the players exchange their resources for doubloons and developments. A player may exchange one set of three or more of the same resource for a development. Bigger combinations and rarer resources will allow more choice of which development can be selected from the five that are on offer. In addition, players can exchange sets of three or more different goods for doubloons, with bigger combinations earning more doubloons.
If a player can make a combination of ten different cards (i.e., one of each type of resource), he wins the game. Alternatively, if a player has accumulated 75 doubloons, he wins the game. If no player has achieved victory by the time the development deck runs out, the player who has accumulated the most doubloons wins.
Nexus Ops
Type: War Game
Number of players: 2 – 4
Age of players: 12 and up
Length: 90 minutes
Nexus Ops is a board game of fierce sci-fi battles and fantastic alien creatures in which two to four players control factions of corporate troops and strange life forms on an alien moon. Players deploy troops from their home base to explore the landscape, mine resources, purchase troops, win battles, and fulfill missions, all in an attempt to gather enough power to claim the moon for themselves.
This new edition of this classic title features detailed plastic figures, stunning new art, a clarified rulebook, and a host of optional rules and variants. Race to the monolith in King of the Hill mode, face the peril of the deadly Vortex, or introduce a full set of alternate unit powers!
Nexus Ops includes:
- Over 160 plastic figures
- 17 detailed terrain tiles
- Nearly 100 tokens and markers
- 90 cards
- Six dice
- One rulebook
Ora & Labora
Type: Worker Placement/Economic Card Game
Ages: 10 and up
Number of Players: 1 – 4
Playing Time: 120 minutes
In Ora et Labora, each player is head of a monastery in the Medieval era that acquires land and constructs buildings – little enterprises that will gain resources and profit. The goal is to build a working infrastructure and manufacture prestigious items – such as books, ceramics, ornaments and relics – to gain the most victory points at the end of the game.
Ora et Labora, Uwe Rosenberg's fifth "big" game, has game play mechanics similar to his Le Havre, such as two-sided resource tiles that can be upgraded from a basic item to something more useful. Instead of adding resources to the board turn by turn as in Agricola and Le Havre, Ora et Labora uses a numbered rondel to show how many of each resource is available at any time. At the beginning of each round, players turn the rondel by one segment, adjusting the counts of all resources at the same time.
Each player has a personal game board. New buildings enter the game from time to time, and players can construct them on their game boards with the building materials they gather, with some terrain restrictions on what can be built where. Some spaces start with trees or moors on them, as in Agricola: Farmers of the Moor, so they hinder development until a player clears the land, but they provide resources when they are removed. Clever building on your personal game board will impact your final score, amd players can buy additional terrain during the game, if needed.
Players also have three workers that can enter buildings to take the action associated with that location. Workers must stay in place until you've placed all three. You can enter your own buildings with these workers, but to enter and use another player's buildings, you must pay that player an entry fee so that he'll move one of his workers into that building to do the work for you.
Ora et Labora features two variants: France and Ireland.
Contents:
- 2 boards,
- 2 production wheels,
- 110 cards,
- 450 goods tiles,
- 22 landscapes,
- 22 wood pieces,
- 4 game summaries,
- 1 scoring pad,
- 2 rulebooks.
Pastiche International Edition
Type: Set Collection
Number of players: 2 – 4
Age of players: 10 and up
Length: 40 – 60 minutes
A World of Beautiful Colors comes alive as players choose commission cards picturing 34 of the finest European art works of the past six centuries. Players score their commissions by mixing primary colors through clever tile placement, and recreating the palette of colors used by the masters who created these works. Explore the paintings, palettes and pasts of the artists in this unique and challenging game for the whole family.
While placing hexagonal pieces to gain palette (color) cards, players become familiar with the different color combinations that produce the many hues of an artist’s palette... all listed on the Player Reference Card. Players also learn to recognize many great artists and their works as they complete commissions.
The International Edition of Pastiche incorporates a number of exciting new changes that are highlighted below:
1) The inclusion of 8 mini wooden easels. They are lightweight and stylish and make for a much easier way to play the game.
2) The size of the box is now deeper by 15mm. The box insert has been modified (deepened) to accommodate the easels. The insert has also been modified in that all 4 card cavities have also been deepened, and a clear plastic lid now clips in and covers all of the card cavities and the center cavity as well. This means no more card slippage within the box and a very neat, clean array whenever you open the box, regardless of how you store or ship it.
3) The commission cards have been modified to show artist bonuses and to highlight the names of the artists. 15 new commission cards replace 15 from the first edition.
4) The rules are now available in English-only or in a 60-page rulebook that includes four additional languages: French, German, Dutch, and Italian. The rules are better organized and include a two-page educational section on the history and nature of color theory and the color wheel.
5) A new card has been added to indicate the First Player.
6) Additional printing changes include:
a) Bisque is now 5 points;
b) all the cards total exactly the sum of their component cards;
c) the palette board has been modified and now has a more rational and user-friendly layout;
d) the 5 reference cards are slightly modified in layout for Turn Sequence & color exchanges.
Pathfinder Battles: Heroes & Monsters Black Dragon
Pathfinder Battles: Heroes & Monsters kicks off with a gout of acid and a hideous draconic scream, for the Huge Black Dragon has taken wing! Based on the Pathfinder Roleplaying Game Beginner Box cover by fan-favorite artist Wayne Reynolds, this giant prepainted plastic miniature is sure to strike terror in the hearts of players every time it hits the game table!
The crown jewel of the Heroes & Monsters set, the Huge Black Dragon stands over 4½” tall! Produced in extremely limited quantities, the Huge Black Dragon won’t be available for long!
Pathfinder Battles: Heroes & Monsters Brick
Pathfinder RPG combat comes to life on your tabletop with Heroes & Monsters, the debut release in the new Pathfinder Battles prepainted miniatures line! Produced in cooperation with Paizo Publishing, Heroes & Monsters presents a fascinating array of 40 beautifully painted miniatures perfect for use with the Pathfinder RPG or any fantasy miniatures game! From the brave Gnome Fighter to the mighty evil lich, Heroes & Monsters offers a wide range of player characters and dungeon denizens that make a perfect start to your Pathfinder Battles collection!
- Heroes & Monsters Bricks contain 16 Standard Boosters and 3 Large Boosters.
Purchasers should get no to very few duplicate figures in a brick.
Pathfinder Battles: Heroes & Monsters Large Booster
Pathfinder RPG combat comes to life on your tabletop with Heroes & Monsters, the debut release in the new Pathfinder Battles prepainted miniatures line! Produced in cooperation with Paizo Publishing, Heroes & Monsters presents a fascinating array of 40 beautifully painted miniatures perfect for use with the Pathfinder RPG or any fantasy miniatures game! From the brave Gnome Fighter to the mighty evil lich, Heroes & Monsters offers a wide range of player characters and dungeon denizens that make a perfect start to your Pathfinder Battles collection!
- Heroes & Monsters Large Boosters contain 1 Large miniature.
Pathfinder Battles: Heroes & Monsters Standard Booster
Pathfinder RPG combat comes to life on your tabletop with Heroes & Monsters, the debut release in the new Pathfinder Battles prepainted miniatures line! Produced in cooperation with Paizo Publishing, Heroes & Monsters presents a fascinating array of 40 beautifully painted miniatures perfect for use with the Pathfinder RPG or any fantasy miniatures game! From the brave Gnome Fighter to the mighty evil lich, Heroes & Monsters offers a wide range of player characters and dungeon denizens that make a perfect start to your Pathfinder Battles collection!
- Heroes & Monsters Standard Boosters contain 1 Medium or 2 Small miniatures.
Power Grid: The First Sparks
Type: Economic/Auction Game
Ages: 12 and up
Number of Players: 2 – 6
Playing Time: 60 minutes
As clan leader you are responsible for the well-being of your clan during the Stone Age. You need to develop new hunting technologies and get new knowledge, to successfully hunt food or to learn to control fire. With help of these skills you will harvest enough food to feed your clan and to spread it far enough to reach new hunting areas.
In this game you are always confronted with manifold decisions: which technology cards offer you the biggest advantages, when it is the right time to spread your clan on thegame board, which hunting areas will grant the most food? Reaching new hunting areas or trying to secure parts of the game board for your own clan are important factors for your strategy. Empty spaces are cheaper for your clan to settle in compared to spaces, where other clans already settled earlier. If you are the first to increase your clan size to 13 clan members you will win The First Sparks.
Power Grid: The Robots
This expansion can only be played with a copy of Power Grid. The game rules for Power Grid are the same. This expansion includes components and rules for adding robot players to the game.
You finally have a new opponent for your Power Grid games: a robot that acts as an additional player. Thanks to his different actions and special abilities he is a strong opponent. You will manage the robot's "decisions" and can use him to act against the other opponent(s).
With this expansion, Power Grid is an exciting and fun experience for two (and more) players!
Power Grid: The Robots is designed especially for two players, but you can use a robot with up to five human players, too. You can even use more than one robot in a game.
The robot consists of five tiles, one tile with rules for each phase (except phase 1 »Determine Player Order« and phase 5 »bureaucracy«) plus a special ability, which the robot uses during the game.
With a total of 30 tiles - six different tiles for each phase - your Power Grid games will never be the same again!
Space Hulk: Death Angel - Tyranid Enemy Pack
This is an expansion for the card game Space Hulk: Death Angel and requires the base game to play.
The Tyranid Enemy Pack, a print-on-demand expansion for Space Hulk: Death Angel - The Card Game, includes two additions for Death Angel: a new deck of enemy cards to replace the standard Genestealer deck, and a new Location card type. The new Tyranid deck contains a variety of enemies to challenge even the most seasoned Space Marines, while the Hive Lord Location cards introduce the Tyranid’s epic and deadly overlords!
Not only is the new enemy deck chocked full of Tyranid baddies, but many of them are Elite Tyranids, equipped with deadly special abilities that trigger at different points within the turn sequence. The unpredictable nature of these enemies makes it even harder to coordinate your strategies, creating tenser moments as you make your way to the final location.
Speaking of final locations, the new Hive Lord cards in the Tyranid Enemy Pack offer an even greater challenge for the bravest combat teams. Rather than facing a deadly location, players will go up against a mighty Tyranid overlord, creating a thrilling boss fight for anyone able to survive long enough to experience it.
Star Trek - TNG DBG: Borg Game Playmat
This is for use with the Star Trek The Next Generation Deck Building Game.
The Star Trek Next Generation Deck Building Game Borg Playmat measures 16.25 inches x 29.25 inches.
Star Trek DBG - Next Phase
Type: Deck Building Game
Number of players: 2 – 4
Age of players: 13 and up
Length: 90 minutes
This stand alone game can be combined with Star Trek: The Next Generation Deck Building Game.
"Space, the final frontier...these are the voyages of the Starship Enterprise...it's continuing mission…to explore strange new worlds...to seek out new life and new civilizations...to boldly go where no one has gone before."
In Star Trek [Deck Building Game]: The Next Generation - The Next Phase – a standalone game that can also be used as an expansion for Star Trek [Deck Building Game]: The Next Generation – you are the Captain of a small Starship with a standard crew and basic weaponry. Will you use your crew's experience to improve your ships systems or to recruit more experienced crewmen to your ship? Will you form diplomatic relationships or conquer civilizations in battle? Build your deck and explore the Star Trek universe!
Play these different scenarios or create your own!
- Explorations [Free For All] – Explore the universe, interact with alien races, complete missions and experience the mysteries of space. Gain knowledge and power to become a legendary Captain!
- Reunification [Teams] – Team-up and determine if you are in favor of peace or war in the Alpha Quadrant! What will be the future of the Federation?
- Borg Invasion II [Co-op] – "I am the Borg." This time the Borg Queen has arrived to assimilate planet Earth! Work with your fellow players to defeat the Borg and the Queen.
Star Trek: Expeditions Expansion Set 1
This is an expansion for Star Trek Expeditions and requires the base set to play.
Explore More Strange, New Worlds! The planet Nibia is in peril and it falls upon the crew of the Enterprise to prevent an impending Klingon invasion! Supplementing Reiner Knizia's acclaimed cooperative board game with characters based on J.J. Abrams' 2009 Star Trek movie, the Star Trek Expeditions: Expansion Set introduces three new crew members (Chief Engineer Montgomery Scott, Lieutenant Hikaru Sulu, and Ensign Pavel Chekov) along with their respective character cards. Each new crew brings their own unique talents and skills to the game, opening up even more avenues of gameplay. The Expansion Set also allows you to bring a fifth player to the table, increasing the size of your Away Team by one!
The Big Idea
Type: Party Game
Ages: 8 and up
Number of Players: 3 – 6
Playing Time: 25 minutes
You’ve just invented the “Kiddie Monster” or the “Submarine Fireworks”.
Now, you must sell them!THE BIG IDEA is a hilarious game of inventing and selling, where players try to market wacky products like “Desktop Chainsaw” or “Mentholated Shampoo”.
Sound easy? Maybe that’s because you’ve never had to come up with the perfect sales pitch for the “Non-Stick Toupee”!
Simple, quick, and incredibly funny, THE BIG IDEA is tons of fun for everyone!
Designer James Ernest released The Big Idea through his own Cheapass Games in 2000, with the game being a hybrid of party game and light strategy game. In that design, players would create crazy inventions from the pairing of an adjective and noun card in their hands, simultaneously choose one invention (other than their own) to invest in, pay to invest in other inventions (whether newly created that round or an earlier creation), then roll a die for each investment to see whether it pays off and if so by how much. The player who collected the most money won.
For the 2011 edition of The Big Idea from French publisher Funforge, Ernest and Funforge's Philippe Nouhra have stripped out everything related to earning money to transform the design into a true party game. Players still have a hand of adjective and noun cards and pair one of each together to create a fancy invention. They then take turns pitching their ideas to everyone in the game, lobbying players as if they were in front of a crowd of venture capitalists. Players then secretly vote on which idea they feel should be rewarded, placing a reward card face down in front of the chosen invention and blank cards in front of all other inventions. The player who collects the most rewards wins the round.
Unlike the Cheapass titles of yore, Funforge's The Big Idea will include high-quality, full-color illustrated cards packaged in a nice box.
The Three Musketeers: The Queen's Pendant
Type: Deduction/Bluffing Game
Ages: 8 and up
Number of Players: 2 – 5
Playing Time: 45 minutes
“Proudly put on the plumed hat, wear the tunic of musketeers and lift your sword, the honor of the Queen is in your hand!”
Musketeers, well your able to cross the Louvre, while avoiding the numerous perils that lie in wait for your, to return the diamond pendants recklessly given by the Queen to Buckingham before it is too late?
Cardinal de Richelieu, will you unmask which of your noble enemies is carrying the diamond pendants that your seek in order to compromise the Queen?
Duels, chases through the rooms of Louvre, elixirs of seduction, secret passages and many other events await your in this cloak-and-dagger adventure.
Don’t forget the motto: “All for one, one for all!” Your ability to defeat the formidable Cardinal depends on your unity!
Contents:
- game field
- 21 plactic figures of musketeers and the cardinal's guards
- 35 game cards
- 83 equipment tokens
- 1 dice
- rules of the game
Ticket to Ride: Maps of India & Switzerland
Days of Wonder’s Ticket to Ride Map Collection is a series of expansions for Alan R. Moon’s Ticket to Ride, with each expansion including a double-sided game board and destination tickets and rules for those locations.
Ticket to Ride or Ticket to Ride: Europe is required to use the maps in this expansion.
Embark on a tour of Ian Vincent's India and discover one of the most densely populated and colorful countries of the world. The year is 1911, and the world is changing fast in the British Raj. Will you complete your Grand Tour in time, or lose to more cunning – or simply better connected – opponents?
Also includes Alan R. Moon's terrific map of Switzerland, specifically designed for 2 and 3 players and made famous by Ticket to Ride Online! Discover Switzerland's challenging geography with its verdant valleys and mountain passes, as well as the charm of its neighboring countries.
Ticket to Ride Map Collection: Volume 2 - India & Switzerland presents players with two scenarios:
• India from Ian Vincent – On this game board for 2-4 players, in addition to scoring points for claiming routes and completing tickets, a player can also score points in two other ways. First, the player with the longest continuous path of trains receives a ten point bonus. Second, each player scores bonus points for connecting the cities on one or more tickets with two distinct routes. The first two such tickets earn five additional points each, and the next three earn ten points each for a maximum bonus of 40 points.
• Switzerland from Alan R. Moon – This is a reprint of Ticket to Ride: Switzerland, first published in 2007. This game board is for 2-3 players only. Instead of connecting only cities, some destination tickets connect a city to a country or one country to any of those surrounding Switzerland; a player who completes such a ticket scores the highest point value for which she qualifies. Unlike most other TtR games, discarded tickets are removed from the game instead of being returned to the ticket deck. Also, Locomotives can be used only to build tunnels.
War of the Ring 2nd Edition Card Box & Sleeves
For dedicated gamers who need to keep their WAR OF THE RING SECOND EDITION cards in perfect shape!
This accessory for the new edition of WAR OF THE RING will give to the owners of the revised edition to possibility to store and protect, with a custom-made solution using fantastic artwork by John Howe, the card decks included in WAR OF THE RING SECOND EDITION.
Included in this set are 120 custom card protectors, fitting the tarot-size cards used in the 2nd edition, with an exclusive sturdy full color tin box, embossed with the "War of the Ring" logo.
Note: the sleeves, created in co-operation with Mayday Games, are also compatible with the cards included in the WAR OF THE RING COLLECTOR'S EDITION.
War of the Ring 2nd Edition Upgrade Kit
Aimed to the owners of the 1st edition of WAR OF THE RING, this upgrade kit provides all the Event and Character cards included in the WAR OF THE RING 2nd EDITION.
Together with the downloadable 2nd Edition rules from the Ares Games web site, this will give to the owners of the 1st Edition (or Collector's Edition) the possibility of playing the 2nd Edition of War of the Ring without the need of purchasing a complete new game.
The 2 decks with 110 cards are supplied together with card protectors and in a sturdy, embossed metal tin to protect them, featuring full color art by renowned Tolkien artist, John Howe.
Warriors & Traders
Type: Area Control
Number of players: 2 – 6
Age of players: 13 and up
Length: 120 minutes
Warriors & Traders, a turn-based strategy board game set in the Dark Ages in Europe, is a pure strategy game, involving no dice and no unforeseen events. In a nutshell, there's no luck, just strategy.
Each player starts as the ruler of a small country which he or she will grow into an empire.
In Warriors & Traders, players will use Actions to develop their countries' technologies, Production, Trade and Military, keeping track on separate Play-mats. They will also build armies to conquer new provinces and forts to defend their own and they will harvest and trade for resources.
The game can be played either in alliance or in a free-for-all system. Player will get Victory points from fighting enemy player or the Barbarians who populate the map, from building Forts or trading. The player or alliance accumulating the most Victory points will win the game. The game ends after a maximum of 10 turns or when one or more players reach the victory conditions, dependent on the number of players and the type of play.
Most game components are language independent. The Play-mats, used to keep track of the development of countries are only in English, the Info cards which help players throughout the game are printed in English, Dutch, French and German and the rulebook is printed in English and provided in electronic format in six additional languages, Dutch, French, German, Hungarian, Polish and Romanian.
Components:
- Game board, double sided, with the map of Western Europe on one side and Eastern Europe on the other side
- Country Cards, 8 for Western Europe and 8 for Eastern Europe
- 81 Province tokens, one for every province on Eastern and Western Europe
- 200+ Resource tokens
- 180 Army and Fort tokens
- 85 Victory Points tokens
- 100+ Development tokens
- 100 plastic supports for armies
- 14 Info cards, in English, German, French and Dutch
- 6 Play-mats
- Printed rule book in English
- Game starter CD, with the rule book in seven languages and a game intro PPS presentation
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.
