A Game of Thrones: The Board Game (Second Edition)
Based on the best-selling novel series A Song of Ice and Fire by George R. R. Martin, A Game of Thrones: The Board Game Second Edition lets 3-6 players take control of the great houses of Westeros in an epic struggle to claim the Iron Throne. The updated second edition brings a host of enhancements to your A Game of Thrones experience. It incorporates elements from previous expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations. Convenient player screens will hide your underhanded dealings from prying eyes, while new Tides of Battle cards convey the uncertainty of war. This, along with updated graphics and a clarified ruleset, means the time has never been better to claim the Iron Throne. A Game of Thrones: The Board Game Second Edition includes: 1 Rulebook and 1 Game Board 138 Plastic Units 105 Cards 6 Player Screens 266 Tokens and Overlays
$93.00$74.00
Abyss
The Abyss power is once again vacant, so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influential Lords and abuse their powers to take control of the most strategic territories. Finally, impose yourself as the only one able to rule the Abyssal people!Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.2-4 playersAges 14+30-60 minute play time
$56.00
Abyss: Kraken Expansion
The battle to control the undersea world of Abyss continues with the Abyss: Kraken expansion! Take advantage of a new Guild of Lords, the Smugglers, and use a beautiful new currency of corruption to grease the political wheels. But be careful, each black pearl you take will cost you at the end of the game—if you can't get rid of it first. The new ally race, the Kraken, offer fantastic versatility, but taking their help earns you more of the perilous black pearls. New locations invite you to raid the loot deck for treasure, which can be valuable, but costly if you're too greedy. Finally, Abyss: Kraken adds a host of new lords, locations, and allies, all featuring the award-winning artwork of Xavier Collette.
$43.00$28.00
Amun Re
Everyone knows of the pyramids on the Nile — eternal monuments of a powerful and beautiful culture that can still take our breath away. The players (leaders of a royal Egyptian family) choose their sites, build their pyramids, and thank Amun-Re and the other gods for their bounty. In Amun-Re, each pharaoh wants to build the most pyramids. To accomplish this, they must first acquire a province where they can trade and farm. With their profits, they can buy new provinces and building-stones to erect pyramids. For all their actions players must make clever use of their power cards, and always offer appropriate sacrifices to Amun-Re.
$86.00$61.00
Ankh: Gods of Egypt
For centuries, Egypt had been a polytheistic society. But now, the civilization is moving to a monotheistic religion. The gods are fighting among themselves for the veneration of the populace. In Ankh, players take on the role of the gods of Ancient Egypt. They’ll fight for the adoration of the populace, building up their followers, dedicating monuments, recruit monsters their side, and divide the desert in order to establish their dominance. In the end, only one will remain.
$142.00$93.00
Ankh: Gods of Egypt - Guardians Set
For centuries, Egypt had been a polytheistic society. But now, the civilization is moving to a monotheistic religion. The gods are fighting among themselves for the veneration of the populace. In Ankh, players take on the role of the gods of Ancient Egypt. They’ll fight for the adoration of the populace, building up their followers, dedicating monuments, recruit monsters their side, and divide the desert in order to establish their dominance. In the end, only one will remain.
$57.00$37.00
Ankh: Gods of Egypt - Pantheon
Ancient Egypt was full of different gods that the people prayed to, offering up gifts and devotion. This made the gods strong. But as time has gone on, the offerings and prayers have waned, moving towards fewer gods. As the whims of mankind change, the power of the gods wanes. In the end, only one will remain. The Pantheon expansion for Ankh offers players five more gods to choose from when starting a game. Set, Bastet, Hathor, Horus, and Toth come complete with their own warriors, dashboards, ankh tokens, and more. Each god has their own unique power that they will bring to the battlefields of Egypt where only one god will reign supreme in the end.
$86.00$56.00
Ankh: Gods of Egypt - Pharaoh
The Pharaohs in ancient Egypt were anointed by the gods, themselves, to be the ruler of the people as well as the high priest and humanity’s defender. When the gods began their war against one-another, they all sought the Pharaoh’s favor. But the Pharaoh was determined to remain neutral and make sure that the conflict didn’t spill over into the moral realm. However, each god is still trying to curry his favor by influencing events in the royal palace. The Pharaoh expansion for Ankh brings an entirely new dimension to the game. The gods will send their high priests into the courts of the royal palace, looking to gain favor with the Pharaoh so that he will recognize them as the one true god of the land. These god’s influence will be felt far and wide, changing the course of the civilization, hopefully for the better if they wish to be the one that remains when Egypt becomes monotheistic.
$51.00
Don't Go In There
In this fast and easy-to-learn push your luck game, players play as meddling kid wandering too far into a creepy haunted house. Accidentally awakening an evil presence in the house, players will have to undo the curse to escape! Players must decide how risky to play and how far to venture into the haunted house. Will they rush in to take their choice of items and risk attracting ghosts, or play it safe? The further players go, they will attract more ghosts and curses, but if they collect the right items and they can dispel some of the curses. At the end of the game. The player with the most ghost tokens is haunted! They will gain curses equal to the number of ghosts they have collected. The player with the fewest curses wins! Contains: Dice Tower Box Dice Ramp Insert 6 Glow-In-The-Dark Ghost Dice 96 Cursed Cards 5 Screens 3 Room Mats 25 Custom Meeples 46 Ghost Tokens 1 Active Player Token 1 Rulebook
$36.00$29.00
Eggs and Empires
Eggs and Empires is a quick playing card game for 2-6 players who will use matching decks of empire cards that contain adventurers numbered 1-10. Starting with a hand of three empire cards, each turn all players select one card from their hand, then play them simultaneously in an attempt to collect egg cards. Generally, the player who played the highest empire card chooses an egg first, then the player with the second highest empire card, and so on until all revealed eggs are collected. However, each empire card has a unique power that can affect the order in which eggs are selected. The powers interact in strategic and awesome ways so that every hand is exciting and fun!Outwit your opponents to collect as many eggs as possible, but be sure to avoid those nasty exploding eggs! Whoever collects the most VPs over three rounds wins.Eggs and Empires is #1 in our E.G.G. Pocket Size Game Series.Components 60 Empire cards 42 Egg cards 13 Egg tokens Tie-breaker marker
$16.00
Equinox: Golem Edition
Over several rounds, players bid on powerful Golems and play cards to support the one they believe will be a champion. At the end of every round a Golem leaves the arena and the tension grows!
$57.00$37.00
Five Tribes
Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala. The old sultan is recently deceased and control of Naqala is up for grabs! The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state. Will you fulfill the prophecy? Invoke the old Djinns, move the Tribes into position at the right time, and the Sultanate may be yours! Cleverly maneuver Meeples over the villages, markets, oasis and sacred places tiles that make up Naqala. How, when, and where you displace these Five Tribes of Assassins, Elders, Builders, Merchants and Viziers determine your victory or failure.
$93.00$89.00
Little Alchemists
Who knew that dusty old pile of weird beakers, boilers, and bottles full of strange-smelling ingredients you found in the basement would soon become your ticket to alchemy school? After a bit of tinkering, and perhaps a few mishaps, you and your pals seem to have a knack for it!Fun is brewing for all ages in Little Alchemists, a game of potion craft and deduction for two-to-four players. Base on the original Alchemists game released in 2014, Little Alchemists is a streamlined standalone version that's geared toward younger players and their families
$71.00
Modern Art
Beauty is in the eye of the beholder, but in the high-stakes world of fine art auctions, there's nothing more beautiful than making a buck. In Modern Art, you take on the role of curators, buying and selling paintings for their museum. Over the course of four rounds, you take part in a number of
$30.00
Modern Art: The Card Game (Second Edition)
In Modern Art: The Card Game, the players are art critics, collectors and gallery owners. As it is in art galleries the world over, tastes and opinions change constantly in the world of Modern Art. Today’s treasure is tomorrow’s trash, and no one has more influence on the artists’ values than the players in this game. Which players will exert the most influence on the art market? Who will be the best at anticipating the quickly-changing tastes and opinions of buyers, and thus assemble the highest-valued collection of these new masters? Only the most influential collector will come out on top in Modern Art: The Card Game! Same as Master's Gallery Bookshelf Game.
$22.00
My Island
After a long journey you have arrived on a mysterious island. You build the first houses, create fields and paths through the jungle, and advance further and further inland. My Island is a legacy game. This means that your game changes and evolves as you play it. Everyone has their own island, which they redesign in each game. Three games together form a chapter. And for each chapter there is a sealed envelope containing new rules and various materials with which you can change your playing surface again and again. Experience the history of your island and discover its secrets in 24 fascinating games. Following the success of My City, nominated for the 2020 Spiel des Jahres Award, this legacy game by renowned author Reiner Knizia offers many innovations. ★ Explore this new mysterious island by placing down various kinds of hexagonal tiles! As the game progresses new actions and more space on your island will open up to you!★ My Island can be taught quickly and has plenty of scenarios that add additional rules to keep the game fresh.★ With a similar playstyle to My City, Reiner Knizia has taken the best parts of his original game and refined them for a whole new standalone story.★ Using field, house, wall, and trail tiles players must lay out their island carfully tile by tile without damaging the forest!★ Features an "eternal mode" to continue the fun even after you have finished the legacy portion of the game.
$57.00$49.00
Power Grid: Recharged (Second Edition)
The objective of Power Grid is to supply the most cities with power when someone's network gains a predetermined size. In this new edition, players mark pre-existing routes between cities for connection, and then bid against each other to purchase the power plants that they use to power their cities. However, as plants are purchased, newer, more efficient plants become available, so by merely purchasing, you're potentially allowing others access to superior equipment. Additionally, players must acquire the raw materials (coal, oil, garbage, and uranium) needed to power said plants (except for the 'renewable' windfarm/ solar plants, which require no fuel), making it a constant struggle to upgrade your plants for maximum efficiency while still retaining enough wealth to quickly expand your network to get the cheapest routes.
$71.00$49.00
Power Grid: Recharged - Europe/North America
Power Grid: Europe/North America is a pair of expansion maps for Power Grid! Thanks to their special size, these two maps both have seven regions. The maps were released in 2014 for the tenth anniversary of Power Grid in the standalone base game Power Grid deluxe, which used a completely different graphic style. Now you can finally build your networks in Europe and North America with Power Grid, too! This is an expansion only. You must have Power Grid or Power Grid Recharged to play.
$19.00
Power Grid: Recharged - The New Power Plants - Set 2
These power plant cards were released in 2014 in Power Grid Deluxe edition (which is now out of print.) They are now available for everyone in a graphical style that matches the original Power Grid and Power Grid Recharged.You can replace the deck in the original game with this deck or add these plants to the game for more variety.This is an expansion only. You must have Power Grid or Power Grid Recharged to play.
$22.00$15.00
Rising Sun
Rising Sun is, in my opinion, the perfect area control strategy board game! I love that alliances are built into the rules of the game and that it includes so many creatures and monsters from Japanese folklore/mythology. - Will (Marketing Manager) Warring clans struggle for control of provinces in Feudal Japan; however, a conflict is not only won on the battlefield. Diplomacy and alliances will play a large part in winning the war. In Rising Sun, from the acclaimed team that brought fans Blood Rage, you enter a fantastical version of Feudal Japan and control different Clans with unique abilities. You will engage in combat, make offerings to the Gods, and form and break treaties. After three hard fought seasons have passed, only the one who earned the most victory points will win.
$111.00
Rising Sun: Dynasty Invasion
In Rising Sun by award-winning designer Eric M. Lang, you enter a fantastical version of Feudal Japan and control different Clans with unique abilities. With the introduction of the Dynasty Invasion expansion, the Clans of Rising Sun must contend with new challengers: the Dynasty Clans and their Seven Lucky Gods. Players have the choice of two new Clans – Moon and Sun – and their Lucky Gods that they use in place of the other Clan’s Monsters. The addition of these new Clans allows up to 6 players at the same time! New Season cards are also added and can be used any time. With new Clans, Monsters, and Seasons, you will experience Rising Sun like never before. This is an expansion. The Rising Sun core box is required to play.
$61.00
Skull
An ancient game, Skull is simple to learn, but dangerously difficult to win. Successfully bet and bluff to fool your opponents, while seeing through their deception to find the flowers. Be wary, though—if you reveal a skull, the consequences are dire!
$29.00$23.00
Through the Ages: A New Story of Civilization
Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works. Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age. One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one. Victory is achieved by the player whose nation has the most culture at the end of the modern age.
$114.00
Tikal
Tikal is a game of exploration within the Central American jungles in search of lost temples and the treasures within. Players send their team of explorers into the jungle, exposing more and more of the terrain. Along the way, you find temples that require further uncovering and treasures. Players attempt to score points for occupying temples and holding onto treasure.
$86.00$69.00
Tiny Epic Kingdoms
Tiny Epic Kingdoms is the full 4X experience in a tiny package, and forgoes all the weighty setup and teardown of other games in the genre. The game’s main appeal is its lack of player down time. Every time a player takes an action on their turn, each other player has the choice to take one of two actions. This unique action economy adds a surprising amount of tactical depth, and eliminates one of the biggest problems that 4X games typically have, the wait time. The game is built to be incredibly easy to learn, and I would highly recommend it as an entry point into the 4X genre. - Pat (Guild Service Representative) 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.
$43.00$27.00
Tiny Epic Kingdoms: Heroes Call Expansion
The war continues and spreads further and further. New factions have arrived from the north igniting more epic battles than before. Heroes rise over the fallen bodies of their enemies. Kingdoms spread across the frozen wastelands in search of silver. War Towers grow taller than the trees. Who will be victorious in the end? Tiny Epic Kingdoms: Heroes' Call introduces heroes to the war. Heroes will bring to play a variety of benefits unique to their class. Players will use a larger meeple to represent the hero of their faction. Additionally new mechanisms are introduced to the building action of the game. This will have players tracking their tower progress by placing tower cubes onto regions they possess. Players are encouraged to keep these tower cubes safe because losing them in war results in a loss of progress on the tower card. Furthermore Tiny Epic Kingdoms: Heroes' Call introduces a slew of new factions, new regions with new mechanisms and a new resource type, and even brings solo play to Tiny Epic Kingdoms! The lore of Tiny Epic Kingdoms: Heroes' Call occurs after Tiny Epic Kingdoms and before Tiny Epic Defenders.
$43.00$35.00
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
A Game of Thrones: The Board Game - A Feast for Crows
“If they are never certain who you are or what you want, they cannot know what you are like to do next. Sometimes the best way to baffle them is to make moves that have no purpose, or even seem to work against you. Remember that, Sansa, when you come to play the game." – Littlefinger, A Storm of Swords When their ambitions conflict, the houses of Westeros collide! A Feast for Crows is a special scenario for A Game of Thrones: The Board Game Second Edition that provides players with a compelling new four-player scenario. Introducing an alternate victory condition, shortened play time, and a set of playable House cards for House Arryn, A Feast for Crows offers a chance to experience the game in a variety of new and exciting ways. A Feast for Crows includes: 5 Rules cards 7 Arryn House cards 4 A Feast for Crows Scenario Setup cards (1 for each House) 10 A Feast for Crows Westeros Deck I cards 28 Objective cards 4 Special Objective cards Note: Due to variations in the printing process, cards from Print on Demand expansions will be subtly different in appearance and texture from base game cards.
$15.00
Almanac: The Dragon Road
Almanac: The Dragon Road is the first entry in the Almanac series of games from acclaimed designer Scott Almes (Tiny Epic series, Harbor, Boomerang). Your goal is simple, prove that you are the true caravan leader by acquiring the most wealth by the end of the game. Each round of the game is played on a different page of the game book, each page representing a unique village with a special twist on worker placement. Navigate the rapids of a river trading town, carefully balance your weight while trading in a tree top village, and a variety of other pitfalls and customs you’ll need to master in order to trade.
$71.00$51.00
Carson City: The Card Game
In Carson City: The Card Game, each player is in charge of developing a city. You and your opponents try to choose the most lucrative parcels of land and buildings, then place these parcels and buildings wisely so as to make your city as prosperous as possible. You can also win the support and gain the help of the most influential people in the city. Do not ignore your opponents as they will try to make the best moves in your stead, with a blind bidding mechanism determining who goes first in each round.
$28.00
Modern Art: The Card Game
Art collectors are competing to gather the most prized art pieces. Who will best anticipate the changing tastes and trends, influence the market, and assemble the highest-valued art collection? Only the most cunning collector will come out on top!Modern Art: The Card Game is a competitive game
$29.00$22.00