Board Games | Adventure Games
Ultra Tiny Epic Kingdoms
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms, learn powerful magic, build grand towers, and have your neighbors quiver at the mention of your name. The conflict? All of the other kingdoms want the same thing and there's not enough room for everyone to succeed... In Tiny Epic Kingdoms, a 4x fantasy game in a pocket-size package, each player starts with a unique faction (which has a unique technology tree) and a small territory. Throughout the game, players collect resources, explore other territories, battle each other, research magic, and work to build a great tower to protect their realm. Ultra Tiny Epic Kingdoms (UTEK) is everything Tiny Epic Kingdoms (TEK) is — minus the exploration mini-expansion, but with added solo play — but much smaller. UTEK and TEK are virtually the same game. The only rule difference between the two versions is how units react to the Ruins region and certain faction/territory restrictions exist due to having them back to back on the cards.
$26.00
Feudum: Seals & Sirens
Feudum: Seals & Sirens is a surreal seafaring expansion of Feudum. This expansion adds 6 whirlpool discs, 1 royal writs and a wooden siren.
$37.00$23.00
Sanctum
Sanctum is a competitive strategy game inspired by hack-and-slash RPG video games. Each player controls one of four unique characters as they journey into the heart of the fallen city of Sanctum, building up their skills and arsenals along the way to prepare for the final fight against the Demon Lord. Multiple players may survive the fight, but only one may claim the glory of purifying Sanctum. Gameplay is brisk, with the possibility for overlapping turns. The four characters all have unique skill sets, and you’ll level up fast, giving you frequent opportunities to choose new skills. Every decision counts. Though the game is competitive, the goal is to destroy the Demon Lord, not each other. So player interaction is a race rather than a fight: Who’s furthest along the board? Who will get to choose first when an equipment draft gets triggered? Who will gain the benefit of reaching the Demon Lord first? Who will get to that group of blue demons everyone wants? Who will unlock that achievement and claim the bonus? On your turn, you choose one action: 1) Move: Advance along the path toward the Demon Lord, and engage some demon minions to fight later.2) Fight: Fight all the demon minions you’ve engaged. If you kill any demons, upgrade Skills and acquire Items.3) Rest: Equip some of the loot you’ve won, recharge the resources you use to fight, and buy potions with extra Items you don't need. The choices you’ll be balancing and weighing against each other as you go include: - What demons should you fight? Demons come in three colors: Blue, red, and green. The color of the demon determines which of your character’s Skills you’ll be able to choose to upgrade if you win the fight. Plus, each Demon drops a specific piece of gear when you beat it. What kind of gear do you need — a chest plate? Footgear? A weapon? Finally, since killing demons requires you to roll dice to match the die face showing on the demon’s card, which demons can you kill based on your current gear and skill setup? - Which Skills should you unlock? Each character has 9 skills. Which ones you choose to gain in a given game drastically changes how the character functions. - What gear should you equip? Some gear helps you block damage. Some helps you modify dice rolls. The better the gear, the harder it is to equip. - When should you Move, Fight, and Rest? You’ll want to Move and Fight as many times as possible between Rests, but wait too long to Rest and you may take more damage than you can afford. Rest too often, though, and you’ll fall behind the other players and miss out on some kills. - Should you do what is most optimal for your character at any given moment, or should you sometimes put that aside in order to claim competitive achievements before other players can? The final battle with the Demon Lord is tough. Even surviving can feel rewarding. But only the player with the most health at the end of the boss fight can truly claim the glory of his defeat!
$94.00
Destinies
The prophets speak of the Angel of Death and his descent upon the Earth to bring forth the End of Days. The chosen few will be given the power to shape these ordeals and bring onto others both punishment and salvation. Their deeds will be a testament to the will and strength of the mortal. Destinies is a competitive, story-driven, game of adventure and exploration, mixing an app and a board game. The Destinies system offers a fully story-driven, app-supported, RPG-like board game experience without the need for a game master. Each scenario pictures a part of a vivid world, full of dark stories, epic characters, and mysteries to solve. Each player takes the role of a hero on a quest to fulfill their destiny.
$73.00$49.00
Champions of Midgard
Trolls attack your town. Draugr terrorize nearby villages. Monsters strike at travelers and merchants alike. The people are suffering – will you be their champion?Champions of Midgard is a Viking era worker placement game with dice-driven combat. Taking on the roles of competing Viking leaders, players hunt trolls, battle draugr, and slay mythical Norse beasts in a quest for glory! Playing in just 60-90 minutes, Champions of Midgard is receiving rave reviews and is quickly becoming recognized as exciting and approachable game in the hobby.This newest release is Grey Fox Games’ largest game yet with an impressive list of components including a 20” x 30” board illustrated by artist Andre Gracia (Captain’s Wager), 34 custom dice, wooden meeples, carboard tokens, and 121 cards featuring the fantastic art of Victor P. Corbella (Samurai Spirit, Dead Panic) on each of the monster, draugr, and troll cards. In Champions of Midgard players assume the role of a Viking Leader attempting to earn the title of Jarl in a besieged harbor town. They will collect the weapons, wood, and food needed to build ships, carve runes and send their warriors across the sea to defeat the most savage beasts and earn the glory befitting a champion.
$87.00$61.00
Champions of Midgard: The Dark Mountains
This expansion adds a fifth player! In addition, there are brand new enemies to defeat, land journeys to traverse, and archer dice to liberate and recruit to help you in battle!
$37.00$25.00
Kingdom Rush: Rift in Time
Kingdom Rush: Rift in Time is the tabletop adaptation of the famous mobile tower defense game. It is campaign-driven, has asymmetric hero powers and an infinite replay-ability mode! In Kingdom Rush: Rift in Time, you and your allies must work together to fend off the furious onslaught of the mysterious Time Mage. Command Heroes and build Towers to defend the realm by placing polyomino pieces to attack your enemies and deploying soldiers to hold back the ever-advancing horde. Be careful, though! The Time Mage’s portals are wreaking havoc, causing all of the Towers to warp in and out of existence! Will you play your Towers to defend the Kingdom, or will you pass them to your compatriots so that the Towers can be upgraded? The decision is yours!
$87.00$74.00
Champions of Midgard: Valhalla
While The Dark Mountains expansion extends the current game with more players and new challenges to defeat, the Valhalla expansion adds new mechanics in the form of a new resource to manage, secondary leader abilities, and leader dice which join on the battlefield. Now when your warriors die in battle, they help you by gaining favor in Valhalla. Will you use your fallen warriors to defeat the epic monsters or will you gain favor with the Valkyrie and receive their help in the form of blessings, artifacts, and powerful berserkers and shield warriors?
$41.00
Feudum: Big Box Edition
Blimey! You and your blokes have been banished and stripped of everything but a few shillings and table scraps. Undaunted, you journey to a strange land to reinvent yourself and reclaim your honor! Will you farm the earth, fight as knights or finagle your own feudums? Hailed as “articulate and inventive,” Feudum is a deeply nuanced game in which you optimize your hand, leverage your resources and compete for guild status in a fantastical land! Six uniquely powered characters and multiple paths to victory make for an ever-changing, open-world experience each time you play! 2-5 players. Ages 12+. 80-180 minutes. English/German/French. “Feudum is a rarity of rarities in the board game world. The game is absolutely fantastic.” Lance Myxter of Undead Viking.
$116.00
Feudum: Squirrels & Conifers
Feudum: Squirrels & Conifers is a "mini-expansion" featuring 50 tasty squirrels and 6 wooden conifer trees that bring the board's topography to life! This expansion replaces the green food cubes with pink ones and creates a multiplying food source on the map. NOTE: The pink cubes are more accessible for color blind players and may also be used apart from the expansion rules. RULES: - Remove the green food cubes from the game and use the pink "squirrel" cubes instead. - Whenever a brown wood cube is placed on the map (during setup or replenishment), place a conifer tree next to it, if one is available. - Place a pink cube beside any tree you just placed and beside any tree without a squirrel during replenishment.
$22.00
Feudum: Windmills & Catapults
Bull spit and horse feathers! More strange folk have migrated to your neck of the woods, leaving you with little elbow room. To make matters worse, windmills and catapults are popping up like dandelions. That takes the biscuit! You’re not about to lick someone’s boots without a fight. Feudum: Windmills & Catapults adds new region tiles, royal writs, a wooden windmill, and the ability to play with a 6th, pewter-colored player.
$44.00$27.00
Feudum: Alter Ego
Feudum: Alter Ego is a clever and customizable deck expansion to play Feudum. The game lets you swap up to 6 of the action cards before the game with alternate cards featuring special abilities. The expansion includes: 36 alternate action cards, 6 per player1 flying epoch marker1 rulebook
$23.00
Feudum: Rudders & Ramparts
By Jove! A splendid array of vessels have arrived at port. Will you use your wealth to procure a craft—or save your shillings to reinforce your ramparts? The Rudders & Ramparts expansion features artisan-edition vessels and castles that may be used purely for decoration—or to play a military variant of the game Feudum! Upon acquiring a regular vessel or feudum, players may pay an additional shilling to upgrade to a deluxe vessel or castle feudum. Players earn +1 attack for a deluxe vessel and +1 defense for a castle feudum. At the dawn of each epoch, players must pay 1 shilling to maintain each castle or deluxe vessel in their possession—or lose their advantage! These minor rule additions add a boatload of interesting choices! Players with castles forego the need to reinforce their feudums with subjects because a gold-clad "royal guard" accompanies each castle! Conversely, deluxe vessels make targets of any opponent in a nearby port. But beware! The expensive upkeep may slowly impoverish a player.
$71.00