Board Games | Card Games
Radlands
Radlands is a competitive, dueling card game about identifying fiercely powerful card synergies. Act as the leader of your post apocalyptic group of survivors in a tooth-and-nail fight to protect your three camps from a vicious rival tribe. If all of them are destroyed, you lose the game. The main resource in the game is water. You will spend it to play people and events, and to use the abilities of cards you already have on the table. People protect your camps and provide useful abilities, while events are powerful effects that take time to pay off. Both players draw cards from the same deck. All cards can either be played to the table or discarded for quick “junk” effects. To win, you will need to manage your cards and water wisely.
$25.00$17.87
Oriflamme
A fast, tactical and very interactive card game in a dark fantasy atmosphere rendered by the beautiful art of Tomasz Jedruszek. The King has died without an heir and feuding families now attempt to seize power through schemes, cunning and... blood! Players will plan their deadly schemes in the shadows and wait until the right moment to strike. Opportunism, bluffing, clever card combinations and a pinch of backstabbing will be key to secure your family's claim and steal the crown!
$19.99$15.96
Guild Master
Guild Master is a fantasy tabletop game for 2-4 players. Players manage an adventuring guild, competing with each other to become the most famous guild as an escalating series of events threaten the land. In each of the nine rounds, players simultaneously and secretly program orders to send teams of adventurers out to do the following: Recruit more adventurers. Attempt increasingly difficult contracts to gain money, fame and other rewards. Hire builders to upgrade their guild to increase their capacity to do all of that more. All players then sequentially resolve their planned orders, starting with each players' 1st order, then 2nd order and so on, and in the order they appear on the board (builders, then adventurers A-F then contracts 1-6). Players plan and program orders carefully around other players' likely moves, various strategies, risks, and rewards. They manage their guilds' growth and optimize combinations between their adventurer abilities and contract rewards to achieve their goals. As the game advances, guilds become more powerful and must rise to meet an increasing number of game state changing threats. Recruiting increasingly powerful adventurers and upgrading your guild capacity are both key to victory. There are various ways to exert control over the board, your dice rolls, and your chances to get what you want. Most orders are resolved by paying coin or rolling dice based on your adventurers' skills. Sometimes players resolve these orders alone, and sometimes cooperating with, or in conflict with, other guild's adventuring teams attempting the same thing at the same time. When players' orders overlap, coins and negotiated prisoners' dilemma cooperate/conflict skill checks resolve the contest. Negotiation over shared goals, contract bonuses and reward splits is encouraged and rewarding, but not absolutely required to win. Everything you do earns you fame (victory points) and other rewards. At the end of nine rounds, any remaining coins are converted to fame at a rate of 5 coins = 1 fame. Then any special prestige upgrade fame is added. The most famous guild is then declared the winner.
$49.99$35.75
Gravwell 2nd Edition
You’re among a flotilla of ships that survived passing through a black hole. The fabric of space and the general physics you’ve known have changed. You quickly discover that your engines are offline, but you can navigate crudely using your tractor and repulsor beams. By mining asteroids and collecting raw elements from space dust, you muster just enough force to move your spacecraft. You lock onto another object, perhaps a spacecraft, and creep toward it. But just as you're about to engage your tractor beam, its captain engages his beam, catapulting his ship past you. If you don't act quickly, you'll be pulled the wrong direction! It’s a real mind-bender! Features: Navigate your ship away from a black hole using only your tractor and repulsor beams! Adds unique powers for each ship! Increases the player count from the original award winning game to 6 players! Includes new dynamic ship models! New art from award winning artist Kwanchai Moriya! Contents Summary: 1 Game Board 24 Ship Ability Cards 1 Round-Tracking Token 40 Fuel Cards 6 Spaceship Miniatures 2 Space Junk Tokens 1 Rulebook
$45.00
Fireball Island: The Last Adventurer
The last adventurer has been stranded on Fireball Island a long time. He knows every cave, every path, every snake hole, fire pit, and bug. He has a thing or two to teach the rookies.The Last Adventurer figure to increase player count to 5! The Last Adventurer expansion pack includes: New souvenirs! Player powers so that all players can survive more easily on the island! Snakes (small marbles) that sleep on the rocks and attack the unaware! A giant boulder that will crash down the island, knocking over all in its path!
$39.95$28.55
Oriflamme: Ablaze
A fast, tactical and very interactive card game in a dark fantasy atmosphere rendered by the beautiful art of Tomasz Jedruszek. The King has died without an heir and feuding families now attempt to seize power through schemes, cunning and... blood! Players will plan their deadly schemes in the shadows and wait until the right moment to strike. Opportunism, bluffing, clever card combinations and a pinch of backstabbing will be key to secure your family's claim and steal the crown!
$19.99$12.92
Fireball Island: Spider Springs
Fireball Island just got a whole lot bigger. There's just one problem: It's covered with spiders, and they have a nasty habit of "popping up" all over the place. Use the caves to get to the peninsula. Navigate the chasm to scoop up valuable spider eggs. Stop for a snapshot on the scenic bridge. But watch out! When Vul-Kar starts rumbling, the spiders start jumping! This expansion adds a new location to explore, a new kind of treasure to collect and a new hazard: spiders! Spiders are worth negative points at the end of the game. In the center of the chasm is a spring-loaded "spider launcher". Marbles can trigger the launcher, sending spiders around the chasm or into a crevasse, where they can make their way onto the main island. You'll even send spiders through Vul-Kar with the new Arachnoclysm action card. It even offers a new way to get off the island via a secret submarine.
$39.95$29.94
Fireball Island: Wreck of Crimson Cutlass
In battle, there are no equals. Unmatched: Cobble & Fog features four new heroes for the Unmatched system. Invisible Man uses fog to dart around the board and strike without warning. Sherlock, with the trusty Watson by his side, schemes and calculates to ensure victory. Dracula and the sisters slowly drain you of your power. Jekyll & Hyde uses the former's cunning and the latter's brute strength to win the day. Unmatched is a highly asymmetrical miniature fighting game for two or four players. Each hero is represented by a unique deck designed to evoke their style and legend. Tactical movement and no-luck combat resolution create a unique play experience that rewards expertise, but just when you've mastered one set, new heroes arrive to provide all new match-ups.
$39.95$29.94