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The Battle of White Plains
Most authors relegate the Battle of White Plains to a short paragraph when recounting the New York Campaign of 1776. As the last field battle of that campaign, however, it deserves closer study. Volume 10 in GMT’s award-winning Battles of the American Revolution series by designer Mark Miklos provides such a much-needed analysis.The GameThe game includes three scenarios: the historical fight for Chatterton Hill, an October 31 scenario that explores what might have occurred if Howe had pressed his grand assault that day as planned, and a full four-day campaign game spanning 42 game turns beginning with the arrival of the British army on the field on the morning of October 28 and culminating at 5:00 pm on October 31.Each player has 26 Opportunity Cards subdivided into three decks to enhance play and add elements of variability and historical flavor. As with previous games in the series, some special rules represent the unique circumstances of this battle. Among these are rules governing American sortie restrictions and tactical doctrine, rain game turns, restoring army morale, scorched earth, and additional handicaps for American militia, American fieldwork construction, and an off-board movement mechanism for Tarrytown on the Hudson River, seven miles away where British ships lay at anchor. Even Washington’s own combat prowess at this early stage of the war is randomized.In Volume 10 of the Battles of the American Revolution series, players command two titanic armies: Washington, desperate to salvage something from the otherwise disastrous defense of New York, and Howe seeking a coup de grâce against the “Old Fox.” You will have to manage your forces over the span of four days with lots of inclement weather to contend with. Can you, as General Howe, break through the American line to deliver a decisive blow and end the rebellion? Can you, as General Washington, hold your own on superior ground, hampered as you will be with some 6,700 militia of dubious quality—fully 46% of the total American force?COMPONENTS• 2 hard-mounted maps featuring 1-inch hexes• 245 Unit counters & game markers (1.5 counter sheets), including 7 replacement counters for previous games in the series• 52 Opportunity Cards: 26 American & 26 British• 16 Tactics Cards: 8 American & 8 British• 2 Full color, four-page player aid cards: 1 American & 1 British• 1 Full-color exclusive rule book• 1 Full-color series rule book• 2 dice (10-sided)HistoryAs it occurred, the Battle of White Plains could properly be called the Battle for Chatterton Hill. This relatively limited affair, fought on the American right flank on October 28, 1776, was the only set piece action between the two protagonists. Here some 4,000 British and Hessian troops attacked fewer than 2,000 Americans with the King’s forces ultimately prevailing.The main armies, however, were enormous for the period with 14,500 Americans confronting 13,000 British and Hessians who were eventually reinforced to 15,400, making this one of the largest concentrations of opposing troops during the war and the largest game in the Battles of the American Revolution series to-date. Yet despite this concentration of forces along a front barely three miles wide, the armies sat primarily idle after the fight for Chatterton Hill while the British probed at the flanks, and the Americans improved their defenses.Washington had chosen a strong position which he fortified with two concentric lines of fieldworks that bristled with forty guns. His flanks were anchored on high hills and further secured by the Bronx River to the west and swampy wilderness to the east. Secure in these positions, Washington welcomed the prospect of a frontal assault against his works.For his part, General Howe’s reluctance to launch a frontal attack was due in part to his having witnessed the Battle of Bunker Hill in June, 1775, the memory of that slaughter still fresh in his mind. The weather at White Plains was also a mitigating factor with cold autumn rains falling for much of the week during which the armies remained in contact. Finally, Howe’s own proclivity to hesitate when decisive victory was within his grasp further exacerbated any plans for a major British assault.Washington reacted to the loss of Chatterton Hill by initially refusing his right. Sensing the growing weight of the British host, he eventually swung on a hinge leaving his left where it began, on Hatfield Hill, while pulling the rest of the line back approximately two miles to even higher ground in the North Castle Heights where he dug new fieldworks. Like two heavyweights maneuvering to shorten the ring, each sought an opening—Howe to press the attack on favorable terms and Washington to receive the attack on fortified ground of his choosing.Ultimately reinforced by Lord Percy with six regiments plus some newly-arrived Hessians and having discovered no viable way around the flanks, General Howe determined to attack Washington frontally on the morning of October 31. He stood his men to arms at 5:00 am but driving morning rains cooled his ardor and the army was again ordered to stand down.There was more probing and some long range artillery fire against the American flanks on November 1 to no great consequence. Howe now believed he was facing only an American rear guard in the North Castle Heights lines and saw no value in attacking it, believing that Washington with his main force had already evaded him by marching further north. The armies, therefore, sat staring at one another until November 5-6 when General Howe elected to turn south to complete the conquest of Manhattan by capturing Fort Washington which he did successfully on November 16. As Howe turned south, Washington turned north. He divided his forces into three groups. Major General Lee was to screen the approaches to New England while Major General Heath was to guard the Hudson Highlands and points north. The commander-in-chief with the balance of the army crossed the Hudson River at Peekskill and marched south through New Jersey to stay between the British in New York and the American capitol at Philadelphia.Throughout the White Plains campaign, the prospect for a decisive victory was ever-present. The fact that it didn’t occur is a fascinating story.
$69.00$52.47
Pathfinder 2E: Lost Omens Firebrands (Special Edition)
Rebels with a cause! The Firebrands were born in the flames of rebellion, eventually becoming some of the Inner Sea’s most well-known adventurers. Lost Omens Firebrands takes a detailed look at the characters that choose to take on oppressors or simply head out on adventures for fame and fortune. This book presents information on the Firebrands organization, from membership, to spreading the word of rebellion, to the missions to defeat tyranny, and the types of daredevil antics they perform for fun. The book also features new rules content including new equipment, magic items, spells, and support for archetypes for players who want to play a Firebrand in their campaigns!This deluxe special edition is bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark.★ Collectible limited edition faux leather cover!★ Paizo’s first ever exploration of the Firebrands, one of the core factions of the Pathfinder world.★ Provides plenty of player options and adventure hooks suitable for players and Game Masters alike!
$59.99$40.26
Starfinder RPG: Deck of Endless NPCs
Creating an impromptu, original character every time the heroes meet a contact on a crowded space station or chat with a local on an alien planet can be a challenge, but the Starfinder Deck of Endless NPCs makes it as simple as drawing four cards from the deck. These cards combine to form a unique NPC, each with their own role, motivation, personality trait, and secret agenda! With over 100 million different combinations, you are sure to get an interesting new character to add to your story every time!The Starfinder Deck of Endless NPCs contains the following:• 104 NPC cards, plus 6 rules cards explaining how to use the deck. The front of each card has a portrait of the NPC, featuring characters from dozens of species.• The back of each card explains the character's role, goal, traits, and secret agenda, along with symbols to help determine some of the specific details.• Includes species from across all Alien Archives, sourcebooks like the Pact Worlds, Starfinder Adventure Paths, and more!★ Built with a similar system to the very popular Starfinder Deck of Many Worlds, bringing quick generation to NPCs!★ Quick-reference item cards keep important rules immediately at hand!
$24.99$18.96
Animal Adventures RPG: The Faraway Sea
Embark on swashbuckling adventures in the fantastic Faraway Sea.Greetings, adventurer! In your paws is a sourcebook for the world's favourite roleplaying game. Unfurl your dog-eared map and leave port for a campaign and setting unlike any other - The Faraway Sea!These wondrous waves are home to an ever-changing archipelago where unique islands come and go with the passing days thanks to mysterious magical forces. Perfect for an enterprising explorer such as yourself!Around the Faraway Sea, a strange community has sprung up: the floating city of Flotsam, a haven for adventurers (and oddballs) of all kinds. Intriguing mysteries and incredible discoveries lurk on two legs or four.For instance, Flotsam once had a twin, Jetsam, which suddenly vanished without a trace several years ago...Many exotic creatures call the Faraway Sea home. Play as awakened animals of all races in your travels, including an orangutan, sea otter, albatross, and more!★ Rules for creating your own awakened animal characters★ A gazetteer packed with information, plot hooks, and mysteries★ A bestiary stuffed with villains, monsters, & potential friends, including 10 new playable animal species & 25 non-player characters!★ 6 new classes and subclasses★ 11 ever-changed islands to explore, filled with adventure, danger, and magic★ 3 thrilling adventures to plunge you deep into the world of the Faraway Sea★ 10 battlemaps and an overworld map★ 14 new magic items, and much, much more!
$44.99$35.99
Quatorze
Quatorze is a sequel to Jason Tagmire's Seven7s and includes the original Seven7s game within it and seven brand new suits. You can mix and match any combination of these suits to create your seven suit deck, increasing replayability. In Quatorze, you establish seven columns that utilize the powers of seven different suits. Each player receives a starting hand of three cards, and one card is placed face-up in the tableau to start the first column. After that, players will take turns playing a single card to the tableau, activating that card's ability, then drawing back up to three cards in hand. Each of the fourteen different cards has a unique ability that offers lots of strategy and replayability. The game ends when the seventh card of a column is played. This card is played sideways and counts towards the hand of whoever played it for endgame scoring. Whoever has the most points in hand wins. Components: Rules 98 Cards 8 Quick Reference Cards
$11.99$10.19
America's Main Street
Inspired by the research and development into Route 66 required by The Mother Road, Rick Soued, President of Eagle-Gryphon Games, designed America's Main Street -- two fast and fun games in a light-weight (12 oz.), travel-sized edition (7" by 9" box) playable by the whole family while on the road or at game nights. Both of these "filler" games are suitable for play by 1 to 5 players (or as many as 10 players in teams of 2); younger or older players, as well as both casual and serious gamers will enjoy these games; which are playable in 10 to 25 min or less. The America's Main Street box contains two separate games: Get Your Kicks and Your Mileage May Vary.
$17.99$10.32
Pergamon (Second Edition)
The Royal Museum of Berlin has commissioned excavations in Pergamon an archaeological site in present-day Turkey. The city experienced its heyday around 200 BC when it was the most important port in the Ancient Roman province of Asia. As archaeologists, your goal is to get as much research funding as possible in order to finance excavations in Pergamon. You will unearth pieces of antique vases, jugs, bracelets and golden masks from the first five centuries BC. By piecing together matching artifacts, you’ll build collections that can be exhibited at the Pergamon Museum. The player who exhibits the most valuable collections and gains the most recognition by the museum’s visitors (in the form of admission tickets) wins the game.Pergamon is a 2-4 player game of competitive archeology. Outsmart your rivals to make sure you get the funding you need, and create the best exhibits in the Museum. In the end only one will be remembered as the best of the best.Pergamon (Second Edition) features several improvements made to the game including revised rules and upgraded components.
$44.99$33.87
Akora TCG: Trials of Ikithia - Playmat
Please Note: This is a New/Factory Sealed product. To ensure the integrity of our inventory, NO RETURNS WILL BE ACCEPTED for any CCG product. Please see our Refund Policy for details. Centuries ago, a powerful mage by the name of Tekina, devised a strategy to assemble an elite force, now known as the Alchemy Crusaders, to protect all realms of Ikithia. As a result, a series of difficult trials have been created in an effort to purge the weak and give rise to the most talented Alchemists from across the world. You have fared well on your journey thus far, Alchemist, but do you have what it takes to overcome the legendary Trials of Ikithia?
$14.99$11.47
Traintopia
Hello and welcome, train enthusiasts from around the globe!It is a truly wonderful day indeed, as it is today that we start our great competition! At the dawn of the nation of Traintopia - a country of clean, efficient and fast public transportation - we are looking for a new president - and we know exactly who we want for the job!Grab your thinking caps and be ready to build routes for commuters, tourists and goods, create a futuristic train paradise, and become its greatest conductor. Now, help us build the best railway in history!Wooden components:•15 x Commuters•10 x Tourists•1 x Railway inspector•5 x Bullet train•6 x Mailbags•1 x Cotton bagCardboard components:•50 x Map Tiles•10 x Bonus Tiles•4 x Starting Tiles•1 x Railhead Tile•24 x Money Tokens•90 x Victory Point TokensCards:•8 x Objective Cards•9 x Round Cards•1 x End Game Bonus Card•4 x Player Aid Card
$40.00$24.87
Enamel Pin: Shield Insignia
This high-quality, officially licensed enamel pin will add some fun to your backpack, lanyard or wardrobe. It also makes a great gift that will remind someone of their favorite characters and provide a daily dose of enjoyment.
$13.46
4 Button Set: Marvel Set 3
These high-quality, officially licensed butons will add some fun to your backpack, lanyard or wardrobe. It also makes a great gift that will remind someone of their favorite characters and provide a daily dose of enjoyment.
$3.96
Tuned
In Tuned players will try to complete a line of three animals of the same type by adding and moving animals on the barn. Be aware that animals can be stacked on top of each other in a specific way, changing your strategy, since only the top animal of every stack will be considered to win the game.
$30.00$24.00
Star Wars Jedi Remote Ball
Train like a Jedi with the Star Wars Jedi Remote Ball. This miniature flying droid is designed to simulate lightsaber combat, allowing you to dodge simulated sting beams and hone your skills just like your favorite Jedi Knights. Immerse yourself in a galaxy far, far away and become an expert in the ways of the Force.
$29.96
CHX26431: Chessex 7 Die Set Gemini Green-Red/White
These dice look, feel, and roll well and will be a great addition to any game or collection. All dice read from the top for easy comprehension. Sharp edges allow for easy shape recognition and the numbers are about as large as possible on each face. This polyhedral set contains one D20, one D12, two D10 (00-90 and 0-9), one D8, one D6, and one D4.
$11.98$9.95
Pathfinder 2E: Flip-Mat - The Enmity Cycle
Bring your adventures in The Enmity Cycle to life on your tabletop with this double-sided full-color Flip-Mat featuring key encounter locations from the Pathfinder Second Edition adventure on either side! One side depicts a spacious desert home, while the other presents a riverside amphitheater ready for a performance! Don't waste your time sketching when you could be playing. With Pathfinder Flip-Mat: The Enmity Cycle, you'll be ready to take on the dangers of Thuvia in style!Pathfinder Flip-Mat: The Enmity Cycle measures 24" x 30" unfolded, and 8" x 10" folded. A Flip-Mat's coated surface can handle any dry erase, wet erase, or even permanent marker. Usable by experienced GMs and novices alike, Pathfinder Flip-Mats fit perfectly into any Game Master's arsenal!On tabletops across the world, the Flip-Mat Revolution is changing the way players run their fantasy roleplaying games! Why take the time to sketch out ugly scenery on a smudgy plastic mat when dynamic encounters and easy cleanup is just a Flip away?★ Directly supports Pathfinder Adventure: The Enmity Cycle, the newest Pathfinder Second Edition stand-alone adventure!★ Frequently used in Paizo’s monthly Pathfinder Society Scenarios, free-to-retail Pathfinder RPG adventures aimed at the more than 85,000 active Pathfinder Society organized play players worldwide!★ Usable with any RPG or tabletop miniatures game, Flip-Mats appeal to a wide audience of gaming enthusiasts.
$16.99$14.44
Sheep Hop
 Get as many sheep as possible back to the Sheepfold before they’re captured by the wolves! Move your sheep from square to square like a game of checkers!
$17.99$14.96
Master of Orion: Conquest
Master of Orion: Conquest is a two-player dueling deckbuilder. Play as one of two species in the galaxy — the humans and the shape-changing, mimicking Darloks — as you build and fight your way to victory. Explore the galaxy to find new planets to colonize and use their production to build your fleets. Destroy the enemy's home world and become the Master of Orion!
$19.99$10.92
Space Cadets: Dice Duel - Die Fighter
Space Cadets: Dice Duel Die Fighter brings two new experiences to the Dice Duel universe to give veterans a whole new way to play: • Fighters are flown by a single person and are fast and maneuverable, but lack shields and can be easily destroyed. In "Carrier Strike", suitable for 6-10 players, each team gets one original ship (now called a Capital Ship) and one fighter. "Fighter Assault" has two fighters trying to take out a single heavily armed capital ship and is designed for 4-6 players. Finally, "Fighter Duel" brings the Dice Duel experience to two players, as two fighters go head-to-head for a quick and intense battle. • Experimental Equipment cards upgrade the capital ships with a variety of unique and powerful abilities. Through a draft mechanism, each side selects two upgrades and needs to tailor their strategy to take advantage of their strengths. The 27 cards include new weapons, enhancements to existing systems, new movement options, and more.
$34.95$22.59
Palace of Mad King Ludwig
King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it. In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins! In more detail, this sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities.
$59.95$39.96
Super Munchkin 2: The Narrow S Cape
Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born... the Pants Macabre. The World of Dorkness has been busy. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing with the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race... the Mummy? In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson (I). It's got 110 shiny new... no, not shiny, dark! It's got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.
$19.95$14.97
Pathfinder 2E: Lost Omens: Highhelm
Delve the mountain deep! When the first dwarves reached the surface of Golarion, they built enormous keeps as a monument to their legacy and to serve as their new home. The mightiest of these keeps was Highhelm, a Sky Citadel deep in the Five Kings Mountains. While other Sky Citadels have fallen since the Quest for Sky, Highhelm holds strong, serving as one of the major centers of dwarven culture.Lost Omens Highhelm delves deep into the Emperor's Peak to present Highhelm in all its glory. This book details everyday life in the city, dwarven culture, and the various clans that influence the Sky Citadel. It also provides a full gazetteer of the city's layers and surroundings, each with adventuring locations and sites of intrigue suitable for a multitude of adventures. An included poster map presents Highhelm's layers in high detail and serves as an aid for campaigns centered on the dwarven city. Characters looking for new options can visit Highhelm for new equipment, ancestry feats, animal companions, and more!★ Collectible limited edition faux leather cover!★ The definitive Lost Omens guide to dwarves and dwarven culture!★ Includes rules sanctioned in Paizo’s international Pathfinder Society Organized Play program, with monthly free-to-retailer adventures for tens of thousands of players worldwide.
$44.99$30.20
Munchkin Apocalypse 2: Sheep Impact - Guest Artist Edition
A 106-card expansion for Munchkin: Apocalypse, featuring unique art by Len Peralta! It's the end of the world...again. Munchkin Apocalypse 2: Sheep Impact is a 106-card expansion for Munchkin Apocalypse. Now you can arm your hardened survivor with the "Patriot Axe" and "Ketchup Gas" to take on the "The Thawed Reich"! Protect yourself with the "Bomb Suit" and "Survival Manual", or the "Antisocial Media" will end you prematurely! Watch out for "Disaster! Velocirapture!" and terrifying new Seals like "The Singularity"! Play a new Class — the Daredevil — and thumb your nose at apocalyptic peril!
$19.95$12.91
Subdivision
Subdivision mimics the city-building feel of Bezier Game's Suburbia, but differs in scope as now each player has been allocated a specific area in which to create the best possible subdivision, filling it with residential, commercial, industrial, civic, and luxury zones, while balancing various improvements to the area, including roads, schools, parks, sidewalks, and lakes. By the end of the game, each player will have created a unique, custom neighborhood with areas that interact with each other, hoping to outscore the competition by having the best subdivision. •Simultaneous play for no downtime•Comes with 7 unique scenarios for endless replayability•Draft tiles between players
$30.33
Castles of Mad King Ludwig: Secrets
What secrets are lurking in the shadows of King Ludwig's castle? Dozens of hidden swans are scattered throughout thirty new rooms in Castles of Mad King Ludwig: Secrets. Ludwig is particularly fond of these swans, which provide both much-needed cash at any time or can be collected for big bonuses at the end of the game. Surrounding and protecting your castle are new moats, making every room inside it even more valuable. The King has come up with more favors, including one for creating courtyards. Finally, secret passages enhance connections and muffle sound from activity rooms. Castles of Mad King Ludwig: Secrets is an expansion for Castles of Mad King Ludwig that will help you build even more amazing, crazy castles than ever before!
$29.95$19.37
Munchkin Spell Skool
Munchkin Spell Skool is a standalone Munchkin game, in which players are students in a magic school.
$19.95$17.92
Car Wars (Sixth Edition) Miniatures Set 3
This expansion for Car Wars Sixth Edition adds new miniatures and cards giving you new weapons and equipment customization options for your vehicle builds. This expansion includes:>Five miniatures: Five miniatures: Brimstone, Stiletto, Aristocrat, Avalanche, and Jackal. Miniatures are pre-assembled and unpainted.>148 cards (weapons, accessories, upgrades, structures)>Four colored bases (red, yellow, blue, and green)
$39.95$25.84
Shake That City
It’s up to you to design the best city block using patterns from the exciting Cube Shaker. You’ll place a mix of building tiles to help grow the thriving city. The best design wins the game! Are YOU ready to Shake That City? Shake That City is played over 15 rounds. Each round, the active player will shake the Cube Shaker and press the Slider to drop 9 cubes in a 3 x 3 pattern. That player will pick one of the building colors available from the pattern and place the corresponding Building Tile(s) onto their player board. The other players follow suit, picking any building color except the one that the active player picked. At the end of the game, players will earn victory points for tile placement combinations and for the completed Bonus Point Tiles around the edge of their board.CONTENTS• Rulebook• 4 Player Boards• 1 Cube Shaker• 1 Round Tracker Board• 1 Round Tracker Disk• 8 Red Home Cubes, 7 Blue Shop Cubes, 6 Black Factory Cubes, 6 Green Park Cubes, 5 Gray Cubes• 40 Home Tiles, 40 Shop Tiles, 40 Factory Tiles, 40 Park Tiles, 40 Road Tiles• 28 Bonus Point Tiles• 16 Construction Variant Tiles• 27 Mini Building Tiles
$39.99
One Earth
Of the billions of planets in existence, none are as perfect or as beautiful as our home planet we call Earth. But Earth is in danger. Human advancements are threatening her ability to sustain life. How can we balance between our need for advancement and our planet’s ability to sustain our ambitions? One Earth is a fun climate change game for 2-5 players. You and your friends play as one of Earth’s mighty nations, competing with one another to ensure your citizens prosper and maintain the highest living standards. However, in doing so, you must also ensure you work together to ensure the sustainability of Earth and its survival. There is only One Earth, and it is our duty to protect it.
$29.99$26.96
Jonathan Strange & Mr. Norrell
Two magicians shall appear in England. The first shall fear me, the second shall long to behold me.After centuries of absence, magic has returned to England, but not all are using it for good...Take on the role of an aspiring magician and start your journey down the path to greatness. Collect rare books, flit between social engagements, and impress your peers with feats of magic. Be careful to strike a balance between your studies and your status, for the gentleman with the thistle-down hair has plans of his own, and it will take all of your strength to stop him.Created by award-winning design team Marco Maggi & Francesco Nepitello, and lavishly illustrated by Ian O’Toole, this game takes players on an adventure through the world of Susanna Clarke’s cult-classic book.
$50.00$32.33
Cthulhu Mythos (5E): Ghoul Island Act 2: Ghoulocracy
The epic story of Ghoul Island continues with Ghoulocracy, in which the adventurers investigate a subterranean temple of eldritch horror occupied by the necrophages of Farzeen. Narrowly escaping an encounter with the nascent elder influence of a Great Old One they emerge to find Farzeen nigh unrecognizable, and their allies have fled to the nearby jungles.The good islanders of Farzeen will not give up their home without a fight, and the adventurers infiltrate the walled city looking for arms and supplies for the impending battle to reclaim what was lost. Armed, trained, and led by the adventurers, the act closes with the Battle for Farzeen!
$24.99$24.96
Cthulhu Mythos (5E): Ghoul Island Act 3: Clean Up Crew
The epic story of Ghoul Island continues with Ghoulocracy, in which the adventurers investigate a subterranean temple of eldritch horror occupied by the necrophages of Farzeen. Narrowly escaping an encounter with the nascent elder influence of a Great Old One they emerge to find Farzeen nigh unrecognizable, and their allies have fled to the nearby jungles.The good islanders of Farzeen will not give up their home without a fight, and the adventurers infiltrate the walled city looking for arms and supplies for the impending battle to reclaim what was lost. Armed, trained, and led by the adventurers, the act closes with the Battle for Farzeen!
$24.99$24.96
Cthulhu Mythos (5E): Have You Found It? Act 3: Oratorio
Despite their victory, the heroes’ reprieve is short-lived. The Yellow Sign, now emblazoned upon the moon, shines down upon Tiarazan and spreads the vile corruption of the King in Yellow. With each passing hour, the machinations of a young aristocrat threaten to topple the city and given time, threaten to bring the entire world to madness. Everything comes down to a race against time, a dangerous visit to a mansion trapped between worlds, and a journey to a murdered world to face the powerful messenger of a Great Old One. This adventure path for 4 to 5 characters starts at 8th level and ends at 12th. The adventures stand on their own or can be played as part of an epic, four-part Mythos-based campaign titled Have You Found It? Sandy Petersen, the author of the Call of Cthulhu Role-playing game published by Chaosium, changes the tabletop world once again with Sandy Petersen’s Cthulhu Mythos – a complete sourcebook for all things Lovecraftian for 5th edition fantasy. Have You Found It? is the fifth campaign saga for Sandy Petersen’s Cthulhu Mythos for 5th edition.
$24.99$20.97
Cthulhu Mythos (5E): Yig Snake Granddaddy Act 1
Yig Snake Granddaddy is an amazing campaign in which evil serpent folk seek to bring back prehistoric times, complete with pterodactyls, dinosaurs, and other monstrous beings. In Land Out of Time, the first act of four, your player characters adventure into the wilds of Yilan, a primeval wilderness infested with carnivorous slime molds, gigantic crocodiles, and other lost horrors. There they encounter an evil serpent wizard, who prepares for an evil ritual beyond belief. Betrayed, marooned, and hunted by super-intelligent enemies, can the heroes even survive, yet alone prevail?
$24.99$19.69
Cthulhu Mythos (5E): Yig Snake Granddaddy Act 4
With their enemies on the defensive, the heroes must try to knock both the Yithians and the Elder Things out of the war. But can they successfully campaign against entities who are wiser and more intelligent than even the smartest human? Even if they succeed, it is to discover that nothing is more dangerous than a cornered snake. The serpent wizard plots to sacrifice an entire city to Yig and summon the Great Old One himself in an apocalyptic rain of deadliest venom. Can the heroes defeat Yig in person?
$44.97
Evacuate!
Evacuate is a competitive community deck-building game where players use social deduction to outwit the other players and reach the Evacuation Transport with the most Survivors. It’s too late! The Nomia plague has spread throughout the space station. The last Evacuation Transport beacon has been activated. There is only one escape transport left and you must lead your people from a shelter to claim it before the others get there first. You don’t want to rush because you don’t know what is around the next corner, but you also don’t want to be at the back because the slowest always seem to get picked off. The only safe spot is in the middle of the survivors. Evacuate is a community deck-building game where players use social deduction to outwit the other players and reach the Evacuation Transport with the most Survivors. Each round players secretly choose a movement card from their hand. Once each player is ready, all cards are revealed and players move their survivor that many spaces, and any actions are activated. Finally, a Nomia card is drawn, possibly killing survivors on the station. The game ends when the evacuation transport is drawn from the deck, and the player with the most remaining survivors wins.
$39.99$33.99
Invasion Of The Brood
In the year 2025, the telepathic monster Broodmaster Magnalux has established a base on Earth’s moon. As the human player, you must alert humanity to the threat, and rally armies, navies, and air forces against the alien menace. As the Broodmaster player, you must subvert the Earth, using your mind control to gradually take control of Earth’s most vital defenses. Invasion of the Brood is a two player strategy game, in which the two sides have greatly different strategies, abilities, and even turn structures. Will humanity pull together to stop this alien invasion, or will the sinister Broodmaster take over the world? You decide! What’s Inside? Map of the Earth 6 Nation Cards 2 Player Sheets Dozens of Tokens 2 six sided dice (one red, one blue) Rulebook
$24.99$21.24
Startropolis (Second Edition)
Startropolis: Second Edition is a family friendly, modular 3-D space station building game where you not only get to build a space station in 3D, but try and earn the most money. Each turn, players buy modules and connect them to the existing space station. This creates revenue, and allows them to purchase more modules. The player with the most credits at game end wins. The main rule changes from the first edition are that the end game now has a second income phase to make purchases in the final rounds more compelling. The module track rules changed to have players discard and redraw a new module if 3 duplicates are already in there. The module decks and factions had some clarifications and errata applied to them to help clear some things up. You are the alien CEO of a galactic corporation and your masters have given you seed money to invest in the new joint space station. What will you purchase? A solar power monopoly? Luxury habitats? Will you outperform your competition, and prove your dominance? This second edition of Startropolis includes all new art from Brian Patterson.
$59.99$50.99
Trail Story: America
EXPLORE AMERICA’S STORIED WILDERNESS!Pack your bag and grab your journal, it’s time to trek through 1930s American wilderness! Wander the rural landscape and discover opportunities and threats unknown: friend and foe, cute and dangerous wildlife, and the mysteries of unexplored terrain, ominous abandoned buildings, and even the supernatural. You’ll look back at these experiences and grow from them, gaining new skills, as well as inspiration from the lands you’ve visited. You’ll record these memories in your journal as a testament to your grand adventure, until next time!WANDER AND WONDER!Travel to new locations, collecting stories and constructing havens along the way.ENCOUNTER AND EXPERIENCE!A hungry cougar, a lost lumberjack, an ancient burial ground, a foggy swamp there are many things in the wilderness, and you decide how to interact!REFLECT AND REMEMBER!Use memories and inspiration to record story cards into your journal to document your adventures and score points.The object of Americana is to collect the most points by establishing Havens across the land and writing about your travels in. Will you have the most exciting story to tell after your adventures?CONTENTS:• 4 Player placards• 3 Board pieces• 95 Standard cards• 48 Mini cards• 128 Tokens• 4 Meeples• 4 Dice• 72 Cubes• 24 Crystals• 1 Bag• 1 Score pad• 1 Rulebook
$39.99$28.66
Big City 20th Anniversary Jumbo Edition!
The original city-building game Big City returns to print in a 20th Anniversary Jumbo Edition with buildings 33% larger than the original game and revised property trading rules. In Big City, players acquire cards in eight different neighborhoods, then use them to lay out buildings either one, two, or three spaces large. The points they receive for a given building is a base score, plus bonuses for the buildings surrounding it. Someone must play city hall (scoring no points for themselves) in order for anyone to start placing any structure beyond the simple residences and business. As for what differs from the original game in this new edition: • Redevelopment Phase - This new mandatory phase happens at the end of each round of player turns (i.e. after all players have acted). In point order (first to last) each player must surrender one property from their hand, and optionally they can surrender a second property. Then in reverse point order, each player takes back a number of cards equal to the number they surrendered. Cards are normally played face-down so that only the neighborhood is visible. However, a player can "jump to the front of the line" by choosing to play their card face-up. However, this can be done only when the card is currently usable, so you cannot use this method if you're trying to trade neighborhood properties which are not yet in play. (You can still trade them, just face-down only.) This redevelopment phase helps to solve the stand-off issue in which players are tempted to hoard properties when the person owning the neighboring property was also doing the same thing. Now the city enforces a "use it or lose it" policy. • Escalating City Hall Points - City Hall starts the game worth 0 points, but each round it escalates by 1 point up to a maximum of 5. • Early Game End - If everyone passes or uses the exchange action, the game ends immediately. That means there is no guarantee your city will become a Big City. Be very sure not to leave the leader in control of the last downtown property before City Hall is built! • Base Game 2-4 players only - The original edition allowed up to 5 players, but this was widely-considered to be too many players because such a large proportion of neighborhoods started the game on the board and the action became crowded in a hurry. As per Benno's request, the base game is now just 2-4. • New Waterfront Tile - Basically it's a neighborhood where nothing can be built. It acts as both a barrier to adjoining neighborhood placement, but also it provides a bonus to residential placed nearby.
$150.00$104.97
Captured Moments: A Downtown Abbey Game
-Robert Crawley, Earl of Grantham You are cordially invited into the drawing room to play Captured Moments, the delightful parlor-style game based upon the critically acclaimed film Downton Abbey. The rich and interwoven stories culminate in moments which you must collect by using your wits as well as the heroes and villains of Downton before your opponents do. Featuring multiple ways to acquire points, secret scoring goals, and the Royal Staff waylaying even the best laid plans, Captured Moments will engage your players in a fun, lighthearted journey through the scenes of Downton Abbey! At any time 5 Moment Cards are revealed. Moments may be captured, and hence, earn victory points, by playing character cards from one's hand matching the required suits OR by matching the listed character exactly with character cards from their hands. Some light sabotage exists in the form of the King's Royal Staff who will waylay the players. Once the entire Royal Staff is revealed, it triggers the final round of the game. Each player has a secret scoring goal and the highest score wins!
$7.90
Heroes Wanted: Champions and Masterminds
Tired of the wannabe superhero circuit? Then this is just what you need! Play as five of The Champions of Zeta City, harnessing their awesome powers to defeat the machinations of the most heinous and vile Masterminds imaginable in this fully co-op variant. Feeling dangerous? Then go up against the Masterminds in the regular game for an oh-my-what-were-we-thinking difficulty level! Champions and Masterminds adds 8 over-sized cards (5 Champions and 3 Masterminds) that completely changes your Heroes Wanted experience. Champions are the most powerful heroes in the game. Masterminds are expert difficulty level villains that can be used with both the co-op mode and the base game. CONTENTS: 5 Oversize Champion cards3 Oversize Mastermind cards1 Rules sheet
$11.99$10.20
I Would Fight the Dragon...
You want to fight a dragon? Let's think about this a moment... Setting aside the fact that it has a large mouth full of nasty, sharp, pointy teeth, it outweighs you by about four tons, it flies, and it breathes fire. And you're going to pick up a sharp, pointy stick and wrap yourself in metal skin like some kind of TV dinner waiting to be cooked? Of course you aren't! But the king commands it, and all the other knights are watching, so you have to do something! I Would Fight The Dragon... is a fun, fast-paced game of bluffing and bluster. Show no fear, make your excuses, and foist gear onto the other knights to help them on their way. One brave soul will be facing the dragon today. Don't let it be you!
$11.99$8.97
In the Hall of the Mountain King
Play as trolls rebuilding your abandoned kingdom under the mountain in In the Hall of the Mountain King. With muscle and magic, you'll unearth riches, dig out collapsed tunnels, and carve out great halls as you raise the toppled statues of your ancestors to their places of honor at the heart of the mountain. Gameplay is driven by the innovative cascading production system. Timing and tactics are key as you work to restore your home to its former glory and win the crown! Working on the same game board with the other players (but beginning at your own entrance), you'll dig a competing network of tunnels by spending increasingly valuable materials to lay polyomino tiles onto the map. You want to extend your tunnels to connect with buried gold and materials, with workshop locations that can transform resources, and especially with toppled statues. Statues are key to scoring, and you'll spend carts to move them through the tunnels to prime scoring locations near the heart of the mountain. A major aspect of the game is the cascading production. You begin with a line of four trolls, and every troll shows the combination of resources — gold, stone, iron, marble, carts, runes, and hammers — that it produces. When a new troll is hired, place it above two other trolls, forming a "pyramid". The new troll activates, gaining its resources, and any trolls beneath it ALSO activate, gaining any resources that they have room to carry. In this way as you hire more trolls, you gain bigger and bigger windfalls of resources as the end of the game nears. The timing of your hiring turns versus your building turns is important as you try to maximize your cascades while making sure you get the trolls you want from the shared market and also stay competitive on the map. The game ends shortly after the last player hires their sixth troll, then the player with the most honor (earned for digging tunnels of increasing quality, for excavating great halls, and for moving statues closer to the heart of the mountain, especially onto matching pedestals) is crowned the Mountain King and wins!
$49.00$34.98
In Too Deep
In Too Deep is a unique, narrative that thrusts you into the future in a tense, strategic board game for 1-5 players. Draft characters and spend actions to complete objectives and collect sets. What side of the law will you end up on? In the year 2087, central governments have fallen. What remains are fragmented citystates like New Dawn City, struggling to keep chaos at bay. The sinister Syndicate targets these weakened cities for domination by usurping, organizing, and enhancing the existing criminal elements. In the world of In Too Deep, you are part of a secret agency dedicated to stopping the Syndicate at all costs. Cybernetic implants give Syndicate operatives a technological advantage, but you have found a way to exploit that power. By infiltrating their cerebral upgrades, you can gain control of these criminals. Going deep undercover into the minds of your targets, you’ll coordinate crimes of escalating seriousness to get your hands on the critical evidence needed to foil the Syndicate’s looming plot. Each turn, you can hook into a new criminal and manipulate their activities throughout the city, accessing powerful skills and increased stamina as you grow familiar with their minds. Your physical body is in a secret lab far from the actual action, but you are by no means safe. Entering the mind of criminals takes its toll on your morality. Orchestrate crimes, strive to put the information you gather to the best use, wrestle with dangerously corrupting dilemmas, and try to hold yourself together. It will take everything you’ve got to avoid going In Too Deep.
$55.00$35.56
PARKS Memories: Coast to Coast
PARKS Memories: Coast to Coast is one of three editions of PARKS Memories, highlighting the national parks in the United States with exceptional bodies of water in them.
$24.99
Pathfinder 2E: Rage of Elements - Special Edition
Blaze like the sun! Crash like the waves! Thunder like a rockslide! Harness the overwhelming power of the most primordial forces of nature with Rage of Elements, a new 224-page rules resource for the Pathfinder Roleplaying Game focused on the fundamental building blocks of reality itself!The elements are yours to control with the all-new kineticist class, which brings one of fantasy’s most popular hero types to Pathfinder. New elemental spells and gear provide tons of additional element-themed options for all character classes, and an extensive gazetteer provides an overview of the majestic elemental planes—including two new ones: the decaying Plane of Metal and the vast and orderly forests of the Plane of Wood. A meaty bestiary presenting scores of element-themed creatures helps to populate these alien landcapes—and liven up even the drabbest Material Plane dungeon!The gateways to elemental power stand open wide with Pathfinder Rage of Elements!The pocket edition presents the same contents as the standard edition in a smaller sized softcover for a lower price and better portability.☆ Attractive price point for gamers on a budget.☆ This invaluable rules reference delves deeper into the elements than ever before, bringing hundreds of new game options to Pathfinder Second Edition players!☆ The new kineticist class is among the most-in-demand classes for the new edition, and benefits from an open playtest involving thousands of Pathfinder players.☆ Tons of options for a variety of character classes!☆ Beautiful full-color illustrations on nearly every page.☆ Extensive marketing support throughout 2022.☆ New rules sanctioned in Paizo’s international Pathfinder Society Organized Play program, with monthly free-to-retailer adventures for tens of thousands of players worldwide.
$74.99$45.74
Blood Bowl: Underworld Denizens Team - The Underworld Creepers
On the pitch, Underworlds Denizens teams employ a dizzying variety of sneaky tactics and cunning plays to compensate for their small size and keep rivals on their toes – as you'd expect from a team of Goblins and Skaven. If you're eager to discover fresh tactics and plays, have fun forming a winning combination of players, and backstab absolutely everyone you meet, the Underworld Denizens are for you.This multipart plastic kit builds an Underworld Denizens team of 12 players for games of Blood Bowl. Using components from the existing Goblin and Skaven team sets, you'll be able to build 6 Goblin Linemen, 3 Skaven Clanrats, 1 Skaven Blitzer, 1 Skaven Thrower, and 1 Skaven Gutter Runner. Some of these players include cosmetic options such as different heads to help you customise your own team. The box also includes six balls, two double-sided Blood Bowl coins, and two turn markers – split evenly between Skaven and Goblin designs – and a sheet of Underworld Denizens transfers with team logos, numbers, and positionals.This kit comprises 50 plastic components, and comes with 14x Citadel 32mm Round Bases as well as an Underworld Denizens Transfer Sheet. These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.The rules to use Underworld Denizens teams in your games of Blood Bowl can be found in Blood Bowl – The Official Rules.
$55.50$47.18
Blood Bowl: Underworld Denizens Team Card Pack
CONTENTS– 8x Player Reference cards for Goblin Linemen, Snotlings, Skaven Clanrats, Skaven Throwers, Gutter Runners, Skaven Blitzers, Trolls, and Mutant Rat Ogres– 8x Random Events Special Play cards– 8x Miscellaneous Mayhem Special Play Cards– 19x Blank Positional Cards, to fill in for each player on your team: 7x Goblin Lineman, 4x Snotling, 3x Skaven Clanrat, 1x Skaven Thrower, 1x Gutter Runner, 1x Skaven Blitzer, 1x Troll, and 1x Mutant Rat Ogre– One all-important card that explains how to use all of the above cards, with a red card on the reverseYou'll need a copy of Blood Bowl – The Official Rules to make full use of these cards.
$33.50$28.48
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