Swordcrafters
The realm is defended, but the sword of protection is broken! The king has called on the best Swordcrafters to forge a replacement. In Swordcrafters, players compete to forge the best sword scoring based on length, quality, and magic. Each round each player makes one cut in a grid of sword tiles to create a separation. After separations phase, each player selects one grouping of sword tiles and assembles them into their sword. When there are not enough sword tiles to form a new grid, scoring occurs. Players hold their swords in the center of the table to score based on length. Sword quality scoring is based on the highest number of adjacent matching gems on one side of the sword. Sword magic scoring is based on the highest sum of two gem types. A innovative 3D sword-building game where the player builds and holds their sword as they play.
$50.00$43.00
Swordcrafters Expanded
The realm is defended, but the sword of protection is broken! The king has called on the best Swordcrafters to forge a replacement. In Swordcrafters, players compete to forge the best sword scoring based on length, quality, and magic. Each round each player makes one cut in a grid of sword tiles to create a separation. After separations phase, each player selects one grouping of sword tiles and assembles them into their sword. When there are not enough sword tiles to form a new grid, scoring occurs. Players hold their swords in the center of the table to score based on length. Sword quality scoring is based on the highest number of adjacent matching gems on one side of the sword. Sword magic scoring is based on the highest sum of two gem types. A innovative 3D sword-building game where the player builds and holds their sword as they play.
$29.00$25.00
Terminus
BUILD A SUBWAY LINE TO SHAPE THE CITY'S FUTURECalling all urban planners!The city is growing, and you've been hired to build a subway line to meet the transportation needs of its residents.Carefully plan your actions and manage your resources to accomplish both private and public objectives, earning prestige. Drive up costs for your competitors, or make connections to their stops to optimize your route.At the end of three years, the project comes to an end and the player with the most prestige wins! Will your project stay on track, or will it go off the rails?
$84.00$67.00
Terra Mystica
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups. Terra Mystica is a full information game, without any luck, that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities. Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are: Desert (Fakirs, Nomads) Plains (Halflings, Cultists) Swamp (Alchemists, Darklings) Lake (Mermaids, Swarmlings) Forest (Witches, Auren) Mountain (Dwarves, Engineers) Wasteland (Giants, Chaos Magicians) Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...
$114.00$70.00
Terra Mystica: Big Box
This Big Box contains the Terra Mystica base game, the expansions Terra Mystica: Fire & Ice and Terra Mystica: Merchants of the Seas, and the Terra Mystica: Automa Solo Box expansion. It also contains Terra Mystica: 4 Town Tiles and Terra Mystica: Shipping Value promo card.
$213.00$171.00
Terraforming Mars: 3D Tiles
Terraforming Mars: Small Box expansion has a set of 3D terrain tiles to dress up the game. Included in the box are 24 city tiles, 40 forest tiles, 9 ocean tiles and 14 special tiles (the original eleven, plus three new ones) It also includes three new cards that relate to the three new special tiles, card dividers, and five plastic markers for the global parameters.
$171.00$122.00
Terraforming Mars: Amazonis And Vastitas
Amazonis Planitia is a fan-made board designed to make 4-5 player games more interesting.It comes with additional 14 City/Greenery + 2 Ocean Tiles and.
$36.00$31.00
Terraforming Mars: Ares Expedition (Collector's Edition)
This is the Collector’s edition of the game, containing dual-layered player boards and custom storage trays. A new, stand-alone game in the universe of the internationally best-selling game, Terraforming Mars! In this time of unprecedented prosperity and advancement for humankind, we are finally ready to expand beyond what once were considered our limits and make a new home among the stars. Ares Expedition is a card game where you take control of an interplanetary corporation with the mission to make Mars habitable (and profitable). Featuring simultaneous action selection and simultaneous resolution, Ares Expedition is a fast-playing strategy game inspired by scientific principles. Will you lead humanity’s new era?
$71.00$61.00
Terraforming Mars: Ares Expedition Crisis
In Terraforming Mars Ares Expedition: Crisis, players will play as corporations, just as in the original Ares Expedition. You choose phases and play project cards as normal. The difference is players are working together to keep Mars habitable after a natural disaster has landed the planet in crisis. Every round, a new Crisis card will be drawn that will require the players to achieve a certain goal to remove that crisis from play. Each turn that a Crisis card is not completely dealt with, it will lower one or more of the terraforming metrics that keep Mars habitable.Handle all the crises as they arise. Eventually, a Crisis card will be drawn that allows the players to win the game once they have completed re-terraforming Mars.
$36.00$31.00
Terraforming Mars: Ares Expedition Foundations
This Expansion contains additional player boards, cubes, and phase cards so that Ares Expedition can be played with up to six players. This expansion also includes two additional game boards. One is a larger score track. The other adds a fourth terraforming metric: infrastructure. Additionally, there are new project cards that involve the new terraforming metric and a new phase card.
$100.00$66.00
Terraforming Mars: Automa
Terraforming Mars: Automa provides a new solo experience when playing Terraforming Mars. Instead of racing against the clock, the Automa lets you compete against corporations run by algorithms and special cards, and makes it possible for you to add any expansions to create the challenge you are looking for.
$50.00$43.00
Terraforming Mars: Big Box
**THIS LISTING IS FOR THE STORAGE BOX ONLY AND DOES NOT CONTAIN THE BASE GAME**Terraforming Mars: Big Box is both a storage option for all the Terraforming Mars material released to date — the base game, five expansions, and the first-player rover — and a set of 3D terrain tiles to dress up the game. Included in the box are: 24 city tiles (four each of six designs) 40 forest tiles (eight each of five designs) 9 ocean tiles 14 special tiles (the original eleven, plus three new ones) Terraforming Mars: Big Box also includes three new cards that relate to the three new special tiles, card dividers, and five plastic markers for the global parameters.
$213.00$141.00
Terraforming Mars: Colonies
Our world has widened before us. Corporations expand their operations to all corners of the solar system in pursuit of minerals and resources. Most places are not suited for terraforming, but building colonies may greatly improve your income and your possibilities in achieving that higher goal — the terraforming of Mars. Send your trade fleet to distant moons! Colonize the clouds of Jupiter! And let your Earth assets propel you to success! Terraforming Mars: Colonies, an expansion for Terraforming Mars that can be played with only the base game or with any combination of expansions, lets you visit the outer solar system. It features colony tiles where you can build colonies and send your trade fleet. It also includes new cards and corporations.
$34.00
Terraforming Mars: Hellas & Elysium
Hellas & Elysium is the first expansion for Terraforming Mars. It features two new game boards which can be played instead of the main game’s Tharsis map. • Elysium takes players almost to the opposite side of Mars’ equator, with vast lowlands for oceans in the north and a dry, mineral-rich south. Place a tile on Olympus Mons, the highest peak in the solar system, to gain three free cards! • Hellas, the southern wild, includes Mars’ south pole and the enormous seven-hex Hellas crater that just begs to become a giant lake. Building around the pole gives you new placement bonuses in the form of heat and possibly even water.
$23.00
Terraforming Mars: Milestones and Awards
Gives Players a chance to randomize or customize their setup of Milestones & Awards. Rules include a complete index of all Milestones & Awards and explanations.
$22.00$19.00
Terraforming Mars: Prelude
As the mega corporations are getting ready to start the terraforming process, you now have the chance to make those early choices that will come to define your corporation and set the course for the future history of Mars - this is the prelude to your greatest endeavors! In Terraforming Mars: Prelude, you choose from Prelude cards that jumpstart the terraforming process or boost your corporation's engine. There are also 5 new corporations and 7 project cards that thematically fit the early stages of terraforming a new planet. Prelude is an expansion to Terraforming Mars, and can be combined with any other Terraforming Mars expansion or variant.
$22.00
Terraforming Mars: Prelude 2
Terraforming Mars: Prelude 2, the sixth expansion for Terraforming Mars, focuses on cross-expansion effects, prelude cards with ongoing effects and actions, and more project cards for your tableau...not to mention five new corporations. Most of the cards are specifically connected to other expansions of Terraforming Mars (Venus, Colonies, Turmoil), but the 5 Corporations and 13 of the Prelude cards are playable without any of these other expansions.
$36.00$31.00
Terraforming Mars: Turmoil
Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet. The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance. At the heart of this is the political arena of the Terraforming Committee. A new action allows players to add delegates to different parties, the first delegate each generation being free, and additional ones costing 5 MC. Neutral delegates are added by the global events, representing the wishes and trends of society.When a player (even the neutral player) has more delegates in a party than any other player, that player takes over the party leader seat for that party, and when a party has more delegates than any other party, it becomes dominant. The dominant party will become ruling during the next generation, imposing its one-time bonus, its ongoing policy, and granting chairmanship for its party leader, awarding that player 1 terraform rating. Party: Bonus: Policy:Kelvinist 1MC/heat production 10MC -> 1 heat production + 1 energy productionScientist 1MC/science tag 10MC -> draw 3 cards (once per player)Unity 1MC/planet tag Titanium is worth +1MCMars First 1MC/building tag Placing a tile on Mars gives 1 steelGreens 1MC/biological tag placing a greenery tile gives 4MCReds 1TR for the lowest player Increasing TR in the action phase costs +3MC The political arena also determines the players' influence, which can be used to moderate or enhance the effect of the current global event. Influence is gained from being the chairman of the Committee, being party leader in the dominant party, and for having a non-leader delegate in the dominant party.In order to pay for all these new bonuses, the Committee is revising the terraform rating, lowering it for all players by 1 step each generation. In Turmoil, players can try to force their own agenda, or push it in a more moderate, economic way. They can play to mitigate the global events with influence, or adjust their play to better take advantage of them. And they can anticipate the competing players' agendas and try to benefit from them, or counteract them. Turmoil is an expert expansion - be prepared to meet the full spectrum of human civilization in the era of terraforming Mars!
$57.00$38.00
Terraforming Mars: Venus Next
Terraforming Mars: Venus Next, the second expansion for the Terraforming Mars base game, has players building flying cities and making the atmosphere more hospitable on the deadly planet Venus.In Venus Next, the World Government chooses to also fund the terraforming of Venus. Around 50 project cards and 5 corporations are added, with a special focus on how to make Venus habitable. With the new floater resource, a new milestone, a new award, a new tag, and a new terraforming parameter, players are given more paths to victory and an even more varied play.
$50.00$33.00
Terror Below
Lately, there have been strange goings on in the wide open spaces of the Nevada desert. A few black trucks just hurtlin’ in and out of town. About that time the rumblin’ started. But it weren’t no earthquake. No, it was them Worms burrowing through the sands. Long story short, those government men over at Area Fifty-somethin’ want us to grab them Worm Eggs, or kill a few of them nasty buggers somehow. Said they pay well. Real well. If we don’t die trying’. Terror Below is a game of government experiments gone wild in the Nevada desert. The faster you move, the more vibrations you make, attracting the attention of the vicious Worms underground. Navigate the difficult terrain to collect valuable Worm Eggs and deliver them to Locations around town to claim bounties. If you’re feeling lucky, collect items and weapons to go hunt‘em. Features: The government has genetically engineered gigantic weaponized worms! Drive out to the desert to collect eggs to sell to the government. Too many vibrations will attract the monstrous worms! Gather eggs, pick up weapons, and hunt worms for 45-60 mins! Designed for 2-5 lucky egg collectors ages 10+ Contents Summary: 1 Egg-shaped Board 3 Target tokens 16 VP tokens 5 Player Vehicle Pawns 28 Eggs (7 each of 4 different colors) 50 Rubble pieces 2 D6 Dice 37 W.O.R.M. cards 54 Vehicle cards 16 Character cards 42 Bounty cards 24 Item cards 23 Weapon cards 5 Player Aides 1 Rulebook
$64.00
The Artemis Odyssey
The Artemis Odyssey begins many generations after the events of The Artemis Project. Using the alien relics found deep in the oceans of the frozen moon Europa as a technological springboard, humankind has become quickly capable of reaching out to the distant stars...and to the mysterious orbiting planets. Build powerful starships to cross the vast emptiness of interstellar space, land on uninhabited planets to find valuable resources. Establish your presence with colonies, factories, mighty terraformers. With luck you may even unearth more alien tech. Your exploration is accomplished through a clever system of hidden planning on a shared board. When the planning board is full, it is resolved in sequence…with all players benefiting from each others’ plans! By anticipating what your opponents want to do next, where they want to go, and how they want to score, you’ll be able to squeeze the most out of your efforts, and ensure that your faction builds the greatest star-spanning network of them all! Get ready to blaze a trail deep into the frontiers of the galaxy…The Artemis Odyssey begins now!
$86.00$73.00
The Boldest
The forgotten creatures of the forest have awoken from their slumber. No one knows for sure what is lurking in the Iron Valley. You have followed the call of your king. Now it is time for heroic deeds in The Boldest! Defeat mechanical monsters, retrieve enigmatic artifacts, use helpful items, and lead your faction to glory. Can you read your opponents well enough and forestall them? Are you worthy of the title "The Boldest"? Max Prentis passionately created and illustrated the world of The Boldest. His love for details can be found on every card. The more than one hundred unique illustrations let you delve into this rich world. This is the second game design by Sophia Wagner after Noria in 2017. Get ready to explore in The Boldest!
$114.00$97.00
The City
In The City, players try to quickly and skillfully build their own city over the rounds, bringing in revenue and victory points (VPs). The cards are both buildings and currency, and the first player to collect 50 victory points wins the game. Victory points are cumulative from round to round, so a fast start yields a big advantage. Each turn, each player places a card from his hand face down, then all cards are simultaneously revealed. The cards show the buildings that the players want to build that round; building costs are paid for by discarding other cards. Some buildings provide income at the end of the round in the form of new cards, with certain buildings increasing the income provided by others; similarly, some buildings boost the VPs provided by others, with a University, for example, being worth one more VP for each School you have in play. Certain buildings have symbols on them – car, fountain, shopping cart - and the income and VPs provided by some buildings depends on how many symbols you have in play; the Autobahn, for example, is worth one dollar (i.e., card) and one VP for each car symbol you control. GRYPHON BOOKSHELF SERIES #21 Game Components: • 5 General Contractor Cards • 107 Game Cards • 12 Survey Markers • 87 Victory Point Chips • 1 Rule Booklet
$43.00$37.00
The City: The Expanded City
An expansion to the new edition of Tom Lehmann's The City. Adds 33 more cards, including 16 new ones: Neighborhood Pub, Waterfront, Auto Race Track, Tourist Attraction, Church, Fast Food Outlet, Fashion District, Café, Hotel, Upscale Bar, and more! Rules are unchanged except: Survey now draws 7, not 5, cards (to deal with the larger deck). Expands the game to 6 players. In The City, players try to quickly and skillfully build their own city over the rounds, bringing in revenue and victory points (VPs). The cards are both buildings and currency, and the first player to collect 50 victory points wins the game. Victory points are cumulative from round to round, so a fast start yields a big advantage. Each turn, each player places a card from his hand face down, then all cards are simultaneously revealed. The cards show the buildings that the players want to build that round; building costs are paid for by discarding other cards. Some buildings provide income at the end of the round in the form of new cards, with certain buildings increasing the income provided by others; similarly, some buildings boost the VPs provided by others, with a University, for example, being worth one more VP for each School you have in play. Certain buildings have symbols on them – car, fountain, shopping cart - and the income and VPs provided by some buildings depends on how many symbols you have in play; the Autobahn, for example, is worth one dollar (i.e., card) and one VP for each car symbol you control. GRYPHON BOOKSHELF SERIES #21 Game Components: • 5 General Contractor Cards • 107 Game Cards • 12 Survey Markers • 87 Victory Point Chips • 1 Rule Booklet
$15.00$13.00
The Crew: Mission Deep Sea
In this highly-anticipated followup to the original cooperative card game — winner of the 2020 Kennerspiel des Jahres — players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu. This new version of The Crew has the same innovative cooperative trick-taking mechanic as the highly lauded original game — but with some exciting new surprises!While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don’t go as planned, you might just be able to salvage the operation. But it will take near flawless execution and perhaps a little luck to finally reach Mu.
$22.00$20.00
The Crew: The Quest for Planet Nine
In the co-operative trick-taking game The Crew: The Quest for Planet Nine, the players set out as astronauts on an uncertain space adventure. What about the rumors about the unknown planet about? The eventful journey through space extends over 50 exciting missions. But this game can only be defeated by meeting common individual tasks of each player. In order to meet the varied challenges, communication is essential in the team. But this is more difficult than expected in space. With each mission, the game becomes more difficult. After each mission, the game can be paused and continued later. During each mission, it is not the amount of tricks, but the right tricks at the right time that count. The team completes a mission only if every single player is successful in fulfilling their tasks.
$22.00$20.00
The Dwarf King
The Dwarf King (Le Roi des Nains) is a trick-taking game played with a deck of 53 cards: three suits (Dwarves, Goblins and Knights) of thirteen cards each and fourteen special cards. The game also includes twenty contract tiles. The game is played over seven rounds. At the start of a round, the dealer randomly draws one special card, reads it to all the players, shuffles it into the deck, then deals the deck out evenly to all players. (The dealer for the first round is the game's owner; for subsequent rounds, the dealer is the one who took the 5 of Dwarves in the previous round.) The player who receives the 5 of Knights draws a contract tile, reads it, then chooses one of the two scoring rules on it to apply for that round. The player holding the 5 of Goblins leads on the first trick. Players must follow suit if possible, and the game includes no trump. The highest card played of the suit led wins the trick and leads to the next trick. Once all cards have been played, players tally their points (possibly negative), remove the special card and contract tile from the game, then shuffle for the next round. The player who scores the most points over seven rounds wins the game.
$26.00$22.00
The Grizzled
The Grizzled is a cooperative game about survival in the trenches during the first World War where players win or lose together. Each round, the current team leader will choose how many cards every player draws. Then, going around the table, players must either play a card in their hand or back out of the mission. Each card represents either threats to the team (such as mortar shells and weather conditions) or negative personality traits (such as frightened or obsessive). At the end of the round, more cards are added to the draw deck. The game ends only if the players can deplete the draw deck as well as their hands without letting time run out. If one threat shows up too many times, the team fails the mission. The team must play their threats correctly in order to gain any progress. However, most of the information in a players hand remains secret throughout the game. Planning, teamwork, and a little luck are the tools you'll need to win this cooperative game for two to five players.
$36.00$25.00
The Grizzled: Armistice Edition
The Grizzled: Armistice Edition, based on the The Grizzled, contains a campaign mechanism to give more structure to the story of friends surviving World War I. In The Grizzled: Armistice Edition, players take on the role of soldiers facing the Trials and Hard Knocks of the first World War. They work cooperatively across a campaign where they confront the major events of the war. From the introduction scenario of Boot Camp, through the nine different Missions, everything that happens carries forward and affects the next steps of the game. Players will need to make good decisions and support each other if they hope to make it to the end of the war alive.
$71.00$61.00
The Grizzled: At Your Orders
The Grizzled: At Your Orders is an expansion for The Grizzled that consists of three elements: Rules for solitaire play. New rules for playing with two players. Mission cards that present players with new challenges that scale in difficulty based on their experience. On this last topic, mission cards come in easy, normal and hard difficulty levels, and based on the experience of the players, you set up a deck of missions. Each round, the mission leader draws two of these cards, then decides which one to attempt. These missions might affect the number of starting cards in a round or allow players not to lose a round due to a specific condition, such as night or rain.
$15.00
The Last Kingdom Board Game
The Last Kingdom Board Game is game of war and politics for 2-5 players by renowned designer John D Clair that's based on the Netflix series The Last Kingdom. In this world, the kingdoms of Britain are at war. Many have already fallen to the invading Danes, leaving the great kingdom of Wessex standing alone and defiant under the command of King Alfred. You are one of the great commanders and politicians in this war-torn land known today as England. Both Saxon and Dane armies openly battle for dominance, and it is up to you to title the scales of power. To claim these lands, you will need to tread a dangerous path between both sides of the conflict. Will you betray your allies for power? What part will you play in the birth of a new nation, and will you ultimately rule it all? The Last Kingdom Board Game plays over the course of two rounds during which players will perform actions to command armies to shape the course of the war. Your allegiance to the Saxons or the Danes can be firm or fickle, and your score will reflect not just your prowess in battle, but your political skill in maneuvering the competing forces of Britain. Each of the ten leaders offers unique benefits to your strategy and provides special cards to start your hand. At the start of each round, players complete their hand by drafting cards from a deck specific to that round, then the war begins in one of the five regions. Players take turns playing cards to command Saxon or Dane armies, gaining affinity with the different factions, or positioning their heroes and leaders to shift the tides of war. Players also have access to a rotating market of actions that are available to everyone. Alternatively, players may choose to not act on their turn and instead pass to see what moves their opponents make. Once all players have passed consecutively, the war in the current region will be decided by the strengths of the Saxon and Dane armies battling there. Players gain victory points if they are aligned with the winning faction and based on their level of affinity. The focus of the war then moves to the next region, and the battle continues. After the fate of each of the five regions has been decided, the round ends. After two rounds of play, the player who has accrued the most points wins.
$100.00$80.00
The Lord of the Rings: Journeys in Middle-Earth
Embark on your own adventures in J.R.R. Tolkien’s iconic world with The Lord of the Rings: Journeys in Middle-earth, a fully cooperative, app-supported board game for one to five players! You’ll battle villainous foes, make courageous choices, and strike a blow against the evil that threatens the land—all as part of a thrilling campaign that leads you across the storied hills and dales of Middle-earth. Each individual game of Journeys in Middle-earth is a single adventure in a larger campaign. You’ll explore the vast and dynamic landscapes of Middle-earth, using your skills to survive the challenges that you encounter on these perilous quests. As you and your fellow heroes explore the wilderness and battle the dark forces arrayed against you, the game’s companion app guides you to reveal the looming forests, quiet clearings, and ancient halls of Middle-earth, while also controlling the enemies you encounter. Whether you’re venturing into the wild on your own or with close companions by your side, you can write your own legend in the history of Middle-earth.
$157.00$125.00
The Lord of the Rings: Journeys in Middle-Earth - Dwellers in Darkness
This expansion offers three new and unique miniatures for the terrifying nemeses players will face off against throughout the Shadowed Paths and Haunting of Dale campaigns. Now, players can capture the true menace of these servants of Sauron as they pursue the heroes throughout each campaign. In addition to three finely sculpted miniatures, this expansion also offers nine new cards for the game—three titles and three trinkets that players may have the chance to earn as they play through the campaigns, as well as three item cards to give them more options for upgrading their weapons.
$25.00$17.00
The Lord of the Rings: Journeys in Middle-Earth - Shadowed Paths
Expand your adventures across Middle-earth with the Shadowed Paths expansion for The Lord of the Rings: Journeys in Middle-earth! This expansion adds new heroes, enemies, terrain, and items to all of your adventures, unlocking more ways for you to explore this iconic land. Meanwhile, an all-new campaign containing thirteen scenarios invites you to walk the tangled paths of Mirkwood and venture into the shadowed halls of abandoned Moria to face ancient evils. Will you heed the call? Prepare your heroes and brave the terrors of Shadowed Paths!
$128.00$74.00
The Lord of the Rings: Journeys in Middle-Earth - Spreading War
Bring the shadow of war to The Lord of the Rings: Journeys in Middle-earth with the Spreading War expansion! Within, players will find new heroes, enemies, journey map tiles, terrain, and items to supplement all of their adventures. This expansion also unlocks a brand-new, fifteen-scenario campaign that challenges the heroes to battle ruthless mercenaries across the wide plains of the Riddermark, in the tangle of Fangorn Forest, and through the haunted ruins of Osgiliath. Can the players protect the lands of Rohan and Gondor? Prepare the heroes of Middle-earth and ride to battle in Spreading War!
$114.00$74.00
The Lord of the Rings: Journeys in Middle-Earth - Villains of Eriador
Whether you seek the Ember Crown or you're investigating a rash of thefts across Eriador in Bones of Arnor, you can bring the dastardly villains you face in these campaigns to life with the Villains of Eriador Figure Pack. This figure pack contains three detailed, unpainted plastic figures that bring the Gulgotar, Atarin, and Coalfang enemies from these campaigns to life on your tabletop, plus six new trinkets and three exciting new titles to help you combat them.
$25.00$20.00
The Night Cage
How long will your light last? You awake in the dark, your skin cold, your mind blank. You have nothing but your fear, a flickering candle, and a question: How long will your light last? The Night Cage is a fully cooperative, horror-themed, tile-placement game that traps 1 to 4 lost souls within an otherworldly labyrinth of eternal darkness. Each prisoner has only a candle to aid them in their escape. But its weak light can only illuminate the passages directly adjacent to them. As players move, new pathways are revealed while old ones disappear, consumed in the darkness forever. Every move will require thoughtful consideration and collective strategy to keep your candles burning long enough to find the way out. Tense and dripping with theme, The Night Cage is a challenging puzzle to navigate, which can be made easier ormore difficult to adjust to your play group.
$64.00$47.00
The Number
Each turn, all players secretly write a number from 000 to 999 on their tile, then simultaneously reveal them. Writing a bigger number gives you more points, but it’s also a risky bet... since if you share a digit with any of the smaller numbers, you don’t gain any points! As turns progress, there are fewer possibilities, making each decision more strategic. After 2 rounds, the player with the highest score wins the game.
$22.00$18.00
The Quest Kids: The Big Bads of Tolk's Cave
The Quest Kids are back in a new expansion for the acclaimed dungeon crawler for young players 5 years old and up! The Quest Kids: Big Bads of Tolk's Cave introduces a new Quest Kid hero (Flint the Dragon), player specific dice, unique items, story-driven event cards, epic boss battles and more. For 2-5 players ages 5 and up Big Bads of Tolk's Cave builds on the fantasy gaming foundation established by The Quest Kids by adding even more dungeon crawler essentials. A Quest Kids quest is never done!
$57.00$49.00
The Red Dragon Inn: Allies - Zariah
Zariah is a special kind of summoner mage - one who befriends and encourages her summons rather than bending them to her will. Three of them, Scrappy the Lion, Bandit the Ferret and Amber the Alemental, are her hardest-working companions. So, of course, after the adventure she brings them along to the tavern for some well-deserved rest and relaxation. The Good: Those summons are soooo cuuute!!! The Bad: When they combine to form the fearsome Chimera, you'll be looking for the nearest exit!
$22.00$16.00
The Sackson Legacy Collection (Red)
The Red Edition includes the following 3 games In Cinema the players are movie producers in the Golden Era of Hollywood attempting to make the next box office smash hit. But you must find the right script and book the best talent. To do this, you’ll have to negotiate with the other players as they try to land roles for the Talent cards they have in your upcoming film. Finally, after all of the movies have been completed, the awards for best cinematic features are given out, and the player that makes the most money wins! In Dig Site, the players are archaeologists trying to collect colored sets of artifacts. The more of the same type of artifact you have in your collection, the more valuable the set. But, you must plan your moves carefully. Each time a player makes a move, it limits the available options for their opponent. Once the players run out of options, whoever has the most points at the end of the game wins! Bowling Solitaire follows the same format as tenpin bowling. The player will play ten frames, bowling up to two throws in each frame, attempting to knock over as many pins as possible. After the completion of a frame, the score is tallied, and all the cards are re-shuffled in order to set up the ten pins and ball decks anew. To start the first throw of a frame, select one of the face-up cards on your ball piles to “bowl” at the pins. Each ball card can knock over 1-3 pins from the layout.. Components Cinema 36 Talent Cards 24 Movie Script Cards 88 Review Cards 6 Award Tokens 20 Genre Tokens 78 Money Cards 5 Player Aid Cards Rules Dig Site 4 Trowel Tokens Game Board 36 Assorted Gems Rules Bowling Solitaire 20 Bowling Cards 50 page score pad Rules
$50.00$43.00
The Shivers
Have you ever wanted to play a pop-up book? Have you been searching for a game that is filled with magic and mystery? Is your gaming group looking for something quick and fun without pages and pages of rules? Look no further! The Shivers is a truly one-of-a-kind tabletop experience that features the magic of hand-crafted pop-ups, combined with just the right amount of spooky puzzle-solving mystery and role playing. Using our patent-pending modular pop-up system, the mystery will unfold as you and your friends explore a magical mansion, as one of the members of the Shivers family. Each episode takes about an hour to play cooperatively, with one person taking the lead as the Storyteller. Once players finish one episode, a quick change of the system reveals the next story which will be completely new and unique: filled with new clues, puzzles, room layouts, and foes to vanquish. The Shivers is fun and challenging for young kids, teens, and even older experienced game players. While most games have dozens of pages of rules and take many hours to learn and play, Shivers players have just a couple simple rules, and can get up and playing in less than 5 minutes. Similar to an escape room in structure and feel (but on a much smaller scale), players can get immediately immersed in the mystery, discovering the right path forward as they progress. —description from the designer For each scenario, one player takes on the role of the "storyteller", which is akin to an RPG GameMaster (GM). They know the whole story, and facilitate the rest of the players as they play the game. They are not an adversary, as they can't win or lose. Their goal is to make the game as fun as possible for the group.
$107.00
The Snallygaster Situation Kids on Bikes Board Game
You know it, but nobody believes you! Especially not the “adults” who dismiss you for being a kid. You’ve started to notice strange sounds at night and now that new kid at school has vanished. You’re sure that a hideous creature has been unleashed on your town—and it’s up to you to defeat it! In The Snallygaster Situation, you and your best friends must face off against one of four diabolical monsters set on destroying Lakeview—and possibly the entire world! Get on your bikes and search for clues about the monster’s weakness, find the missing kid it has abducted, and end the threat to your home town! Features: Grab your Ride, follow the clues, search the town for your lost friend! Work together while avoiding monsters and feds! Includes four unique monsters, each with their own play style! Play as the Lost Kid, provide clues and keep the monster away from friends. Created for 2-5 friends, ages 8+, who will fight monsters for 45-60 mins. Contents Summary: 1 Gameboard 1 Pinboard 1 Doom Track & Turn Order Board 1 Secret Map Board 1 Secret Screen 97 Tiles & Tokens 4 Kid Standees 4 Monster Standees 2 Mini Monster Standees 2 Fed Miniatures 38 Lost Kid Cards 33 Search Cards 27 Item Cards 19 Monster Goal Cards 7 Ride Cards 4 Player Aid Cards 4 Monster Story Cards 1 Rulebook
$86.00
The Stifling Dark
The Stifling Dark is a one-vs-many hidden-movement horror board game with an innovative line-of-sight mechanic for 2-5 players. One player takes the role of the adversary, whose goal is to prevent the other players (the investigators) from escaping through a variety of unique actions. As an investigator, your only goals are to survive and escape. Investigators move around the board in a point-to-point fashion using their base movement speed. They may sprint to move more quickly, but they need to keep an eye on their stamina so they don't become exhausted. Additionally, investigators can pick up and use items, lock and unlock doors, or use their flashlights to try and find the adversary. Meanwhile, the adversary is secretly moving around the board, trying to stop the investigators from escaping. There are a variety of investigators to choose from, each with their own special abilities. The adversary also has multiple attacks and abilities that change how you play the game. Will you fix the car and drive out, or will you override the gate and try to sneak out? The investigators will need to decide if they want to stick together to watch each other's backs, or split up to race towards the exit. Either way, they must move quickly - the longer the game takes, the more chances the adversary has to stop them! The game ends when either all of the investigators escape (meaning the investigators won) or the adversary achieves their win condition (which is different for each adversary).
$86.00$73.00
The Stifling Dark: Mini Expansion
A promotional mini expansion that introduces five alternate item cards so players can choose which version of the items they want to play with each game. The alternates retain the original spirit of the base cards but enhance or modify them to create a unique experience.
$8.00$7.00
The Tooth Fairy Game
Petersen Games’ first kids game, under the new imprint Larva Games. The Tooth Fairy Game is actually FOUR games in one, complete with 125 plastic teeth in 5 colors, five bags in 5 colors, 1 six sided die, 5 tooth fairy cards, and rules in English, Spanish, French, German and Italian! While all games are good for ages 6 and up, each game is a bit more difficult than the one before it: That’s My Tooth is the “Baby Teeth” game. After you’ve had fun playing that game a few times, you can try out Pulling Teeth, the “Adult Teeth” game. Then there is Lie Through Your Teeth which is a game for those with “Fake Teeth.” That game works best for those who know how to bluff. It is a clever take on the classic “liar’s dice” game. Finally, there is Treasure Teeth for those rich tooth fairies with “Gold Teeth.” In Treasure Teeth you bid on valuable teeth, trying to get the most money. However, your bid is secretly split up any way you choose between your two hands. But beware, another player will pick WHICH of your two hands will be your real bid! Will you put all your teeth in one hand, hoping they pick that one, divide them evenly, or do you have another ingenious plan in mind?
$36.00$31.00
The Witcher: Additional Dice
25 additional dice to bring even more comfort to the game! It contains 5 sets of dice, so each player can have their own set. Every set contains 5 dice with a witcher sign engravement and a different color. Those are used for dice poker and some Exploration Cards.
$50.00$46.00
The Witcher: Old World
The Witcher: Old World sees 1 to 5 players travelling across a vast map, embarking on masterfully penned quests, encountering and making ambiguous moral choices, fighting monsters — and sometimes even brawling with other witchers to defend their school’s honor! The game lets players construct their own unique decks of cards by choosing from a wide range of abilities: attacks, dodges, and witcher combat magic — known as Signs. Through card synergy, players aim to achieve powerful combos as they utilize their witcher school’s hallmark abilities to their full potential. Quests, battles, and even dice poker will allow each player to earn money, obtain new items, and train their skills. Become the mightiest witcher on the Continent. A great adventure awaits!
$142.00$114.00