All Time Wrestling: Legends Edition
All Time Wrestling is a card and dice game featuring legends such as Randy Savage, Andre the Giant, Kurt Angle and the British Bulldog. The box set also comes with 2 fictional wrestlers (Jax Felix and Mukundi Shumba). This is an asymmetric game where each wrestler comes with their own unique player boards, abilities, and deck of attack cards. This edition of the box includes exclusive double recessed boards, high quality cards, and other Kickstarter exclusives.
$71.00$49.00
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
Altiplano
The inhabitants of the Altiplano, the high plateau between the Easter and Western Andes, need to be creative to develop the scant vegetation and the available resources. By fishing at Lake Titicaca, mining ore in the mountains, breeding alpacas, and actively trading local goods, the inhabitants generate continually grow in wealth. New production sites are built, orders are fulfilled, and goods are stored for hard times. And road construction should not be neglected either, as that is needed to speed up development. The inhabitant who best uses his potential will have the highest yield in the end! Features: Manage your scarce resources for the highest yield! Traverse the high plateau, collecting raw goods along the way! Add new action spots to your board to increase available goods! Reiner Stockhausen’s latest “bag-building” design! Ideal for 2-5 players. Ages 12+. 60-120min Play Time. Contents Summary: 5 Action Boards 5 Warehouses 5 Game Figures 5 Markers 5 Containers 7 Role Cards 28 Extension 1 Extension Strip 200+ Goods Tiles 15 Cards 50 Coins 10 House Cards 10 Boat Cards 16 Order Cards 5 Cloth Bags 1 Starting player token 1 Score Pad 5 VP Overviews 20 Mission Cards 1 Rulebook
$93.00
Alubari
An elegant worker placement game by Snowdonia designer Tony Boydell, where players compete in the grand adventure of the Himalayean Railway and growing of Darjeeling tea. In turns, players secure slots to perform actions such as laying railway tracks, excavating tea estates, securing contracts, harvesting tea leaves, acquiring equipement or even brewing Chai tea to motivate your thirsty workers to undertake harder labour. Alubari stands apart in the genre thanks to its original and immersive theme and its smooth yet deep mechanics. Several core features strengthens its replayability: the weather which impacts the effectiveness of actions, the ever-changing availability of ressources, and the actions regularly triggered by the game itself.
$86.00$56.00
Andromeda's Edge
Behold, Andromeda's Edge: A dazzling, uncharted region of space on the edge of the Andromeda Galaxy. Littered with the modular debris of the precursor civilization, patrolled by malicious extragalactic raiders, and bordered by dense nebulae, The Edge is a last resort for the brave and foolhardy who seek a new life beyond the oppressive reach of the Lords of Unity. In this game, you lead a desperate faction seeking to build a new civilization on Andromeda's Edge. You begin with only a space station, a few ships, and a handful of resources. By carefully placing your ships, you will gather resources, claim moons, acquire modules to add to your station, populate planets and build developments on them. You will battle opponents and compete with others to ascend the progress tracks: Science, Industry, Commerce, Civilization and Supremacy. On your turn, you either launch a starship or return your ships to your station. Launching sends one of your starships to a region of Andromeda, either collecting resources from planetary systems or taking actions at Alliance Bases. If the region is occupied by your opponents or fearsome raiders, face off in a dice battle, with Supremacy on the line but where strategic manipulation can turn a loss into a reward. Returning to your station allows you to activate your engine, using the modules you’ve acquired to generate energy, gain resources and carry out actions. Throughout the game you will build up your unique faction, building developments (Observatories, Factories, Spaceports, Cities and Obelisks) and gaining station modules which move you up the progress tracks. Advancement on the tracks is rewarded both during mid-game events and at the conclusion, and is the key to victory.
$100.00$85.00
Anomaly
Left for dead, three young students fight for their lives against an unknown entity. The creature, if that is what it is, seems to learn and evolve to counter their every move. They must hunt it down and destroy it, before it finds them first. Anomaly is a hidden movement, deduction, and combat game for 2-4 players. Players in this game are divided into 2 teams. One player is the Anomaly, while the other players are the Students. The goal of each team is to eliminate the other by depleting their health pool. Students share a collective health pool. All students and the Anomaly execute their movement behind a player screen, so it's rare to know exactly where another player is. Students will try to signal their location to the other students using location hint cards, and the Anomaly in turn will use these cards to triangulate the students' positions. The Anomaly needs to feed to stay alive, either on the fuel or the students themselves. The students will be working to destroy the Anomaly's fuel sources, and to damage it with improvised weapons like traps and stun batons. The students have cards with abilities on them that let them and attack or take other actions. However, when they use one of these actions, they must give the card to the Anomaly. The cards have inverse abilities for the Anomaly that will give it new powers, like Possess or Teleport. If the Anomaly gets enough cards, it will also be able to evolve and develop even more powerful abilities. The game ends when the health pool for either the Anomaly or the students is depleted.
$56.00
Aquatica
Aquatica is a deep, but easy to learn family engine builder about underwater kingdoms. In the game you will become one of the mighty ocean kings, struggling to bring glory to his realm. To win the game, you need to capture and buy locations, recruit new characters, and complete goals; each of these actions gives you victory points at the end of the game. To do so, you need to play cards from your hand (each with a unique set of actions) and combine them. Don't think it's simple! With a good strategy during your turn, you can take up to ten actions in a row. You will encounter plenty of mysterious ocean creatures and take them to your hand. With their help you will explore the unknown locations and rise found resources from the ocean depths to your kingdom. Mechanically this is represented with the help of three-layered player board and the unique mechanism of card-rising.
$64.00$49.00
Argent: The Consortium
In Argent, the struggle for power, influence, and control is the key to becoming the chancellor of a magical university. Use deadly magic, powerful artifacts, and any inside connections at the academy to manipulate the placement of your opponents’ mages. By utilizing the needs of the Consortium, players can sway their votes and balance their resources to achieve their goal of chancellor.
$86.00$69.00
Arkham Horror (Third Edition)
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion. Only a handful of investigators stand against the Arkham Horror. Will they prevail? Arkham Horror Third Edition is a cooperative board game for one to six players who take on the role of investigators trying to rid the world of ancient beings known as Ancient Ones in the 1920s. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies to stand any hope of defeating the ancient creatures that exist just beyond the veil of our reality.
$114.00$91.00
Arkham Horror The Card Game: Mythos Pack - A Phantom of Truth
"He was a slender man, and his face was as white as his coat was black." –Robert W. Chambers, In the Court of the Dragon Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You've encountered Cultists, Lunatics, and Monsters. You've uncovered horrific Schemes of untold scope. And you've witnessed Terrors that may or may not have been Omens of greater perils. Now, as you wonder what to make of everything you've seen, where do you go for answers—even as your world's tilting into madness? The answer: Paris. In A Phantom of Truth, the third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue the play’s director, Nigel Engram, and whatever he might tell you about the sinister truths that lie behind the play. With game effects that key off the campaign's rules for Doubt and Conviction, as well as a host of new player cards to help keep you grounded, A Phantom of Truth steeps you in a world of supernatural terrors, psychological torment, and thrilling mystery.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - A Thousand Shapes of Horror
Delve into the secrets of The House with No Name in A Thousand Shapes of Horror, the second Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After half of your team has seemingly become trapped in the Dreamlands, you decide to force your way into the realm in your physical body instead of traveling there in your sleep. This method comes with plenty of dangers, but it will hopefully prevent you from becoming trapped yourself. But if you wish to enter the Dreamlands, you must first find a key. Do you have the composure to hold onto your sanity and save your friends, or will ineffable terrors tear your mind apart?
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Black Stars Rise
Your investigations have led you to the island commune of Mont Saint-Michel, as brooding, dark clouds cover the sky. A storm is coming—and it’s unclear if our world will survive. Black Stars Rise offers the latest chapter in The Path to Carcosa cycle for Arkham Horror: The Card Game, and the latest tale of your own madness. Between the new player cards included in this Mythos Pack and an adventure unlike any other, Black Stars Rise races towards the stunning conclusion of the Path to Carcosa cycle. The darkling spires of Carcosa are breaching the walls between dimensions and Hastur will rule over all…
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Blood on the Altar
“It is hard to prevent the impression of a faint, malign odour about the village street, as of the massed mould and decay of centuries.” –H.P. Lovecraft, The Dunwich Horror Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Its sixty cards (including a complete playset of each new player card), challenge you to delve the secrets of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren't exactly pleased to see you. There are secrets in this town that its inhabitants don't wish to share… Even as your investigation of the town leads you to many of the locations infamously identified in H.P. Lovecraft's classic tale, The Dunwich Horror, the player cards in Blood on the Altar allow you to translate the experience you gained in your previous adventures to Permanent new Talents, several new assets, events, and skill cards, and higher-level, more efficient versions of cards from the Core Set. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Dunwich Legacy deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Devil Reef
The fishing hamlet of Innsmouth may soon be overwhelmed by rising tides and swarming deep ones—but in your fractured memory, you’re still putting together the pieces of your time in this mist-shrouded village. As you stare out at the ill-omened shoals and scattered islands of Devil Reef, you can feel a new piece of the puzzle falling into place. You were out there, among the islands, searching for evidence of the Esoteric Order of Dagon…Within the Devil Reef Mythos Pack, you’ll find the next scenario of the tangled campaign unfolding around the events of The Innsmouth Conspiracy for Arkham Horror: The Card Game. You’ll flashback to your voyage out to Devil Reef three weeks prior—exploring the islands rumored to be haunted by terrible powers, and where you suspect the Esoteric Order of Dagon is hiding something. With the game’s first vehicle-driven scenario and an assortment of new player cards for every class, Devil Reef is a gripping next chapter in your unfolding tale of rising tides and encroaching madness.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Dim Carcosa
Songs that the Hyades shall sing,Where flap the tatters of the King,Must die unheard inDim Carcosa-Robert W. Chambers Dim Carcosa is the sixth and final Mythos Pack in the Path to Carcosa cycle for Arkham Horror: The Card Game. Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa – the realm of madness in the stars, where Hastur reigns supreme. All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive. This is not a standalone product. It requires the Arkham Horror: The Card Game Care Set and The Path to Carcosa deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Echoes of the Past
"This is the thing that troubles me, for I cannot forget Carcosa where black stars hang in the heavens; where the shadows of men's thoughts lengthen in the afternoon, when the twin suns sink into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask." –Robert W. Chambers, The King in Yellow Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game. The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover them—the Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesn’t know… Even as it introduces a new scenario through which you can explore the Society’s hidden secrets—and the many terrors with which they are associated—Echoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigator’s practiced Talent and Composure. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Heart of the Elders
Heart of the Elders is the third Mythos Pack in The Forgotten Age Cycle. Following the events of The Boundary Beyond, you and your team of investigators head deep into the jungles of southern Mexico in search of an ancient, forgotten cavern. After several days of trekking through the jungle, you find what you believe to be the entrance of the cave, but something is not right. Six pillars surround the cavern, carved with strange symbols. Are they a warning? A lock? You must investigate this further, but time is running short. Your supplies are already starting to run low and countless eyes watch you from the shadows of the trees. What secrets are they trying to protect? This Mythos Pack features an immersive two-part scenario that takes you on an adventure both above and below the Earth. Immediatley forced to face the consequences of your choices, you shape the scenario as you go, determining which dangers you face and which allies you rely upon. Isolated from the rest of civilization, who can you trust? This is not a standalone product. It requires a copy of Arkham Horror: The Card Game Core Set and The Forgotten Age deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Horror in High Gear
Innsmouth is in your rearview mirrors, but you’re not out of danger yet. It’s time for a high-speed car chase along the old roads surrounding Innsmouth as you seek to escape from the Esoteric Order of Dagon and find the next piece of the puzzle.Within the Horror in High Gear Mythos Pack, you’ll find the next scenario of the tangled campaign unfolding around the events of The Innsmouth Conspiracy for Arkham Horror: The Card Game. This scenario introduces a white-knuckle chase as you and your fellow investigators pack into new vehicles and race to escape from the Order of Dagon. With an assortment of new player cards for every class, Horror in High Gear is a gripping next chapter in your unfolding tale of rising tides and encroaching madness.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Into the Maelstrom
Throughout your Innsmouth investigations, you have ventured into tide-hollowed caves and dripping tunnels—but these watery caverns are only the antechamber of the Deep Ones’ domain. A hidden city rests beneath the choppy waves of the North Atlantic, slumbering at the bottom of the ocean. If you’re going to protect the world from suffering the same fate as Innsmouth, you’ll need to venture into the heart of the storm.Within the Into the Maelstrom Mythos Pack, you’ll find the final scenario of The Innsmouth Conspiracy cycle for Arkham Horror: The Card Game, inviting you and your fellow investigators to dive into the darkness beneath the waves and confront the Deep Ones in their own city—putting an end to this threat forever. Combined with the addition of new player cards to upgrade your decks, Into the Maelstrom is a perfect capstone for a cycle of danger and mystery.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Lost in Time and Space
"The oceans of earth’s dreamland drop wholly to abysmal nothingness and shoot through the empty spaces toward other worlds and other stars and the awful voids outside the ordered universe where the daemon-sultan Azathoth gnaws hungrily in chaos…" –H.P. Lovecraft, The Dream-Quest of Unknown Kadath You're going to need a bigger gun. At the end of The Dunwich Legacy cycle, and near the end of your path to abject madness, Lost in Time and Space is the climactic sixth Mythos Pack in the first full-length Arkham Horror: The Card Game campaign! Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone… Lost in Time and Space introduces a new scenario full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. You'll find player cards strong enough that you just might have a chance to survive. And for those who play it as the capstone of The Dunwich Legacy campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.
$16.00
Arkham Horror The Card Game: Mythos Pack - The Boundary Beyond
The Boundary Beyond is the second Mythos Pack in The Forgotten Age cycle. As the thread pulls, the weave unravels. Following the events of Threads of Fate, you are driven from Arkham to Mexico City to find answers about an enigmatic relic and those who pursue it. After a seemingly endless string of failures, it appears the trail has gone cold. But on the very day you are ready to return home, something is wrong—the city has altered. Silver lightning crackles in the sky overhead, and the earth rumbles below your feet. Monstrous entities float just below the clouds and the architecture looks more like something out of a history book than modern Mexico. The Boundary Beyond scenario skews your idea of reality as the city shifts around you. By using the Explore action to investigate different locations, you may find that time has become destabilized as Modern locations are replaced with Ancient ones. You must discover a way to restore the proper timeline before the city and your fate become completely unalterable. Will you be able to return, or will you become lost in time? This is not a standalone product. It requires a copy of Arkham Horror: The Card Game Core Set and The Forgotten Age deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The City of Archives
The City of Archives is the fourth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.Following the events of Heart of the Elders, you and your team of investigators have journeyed deep into a series of caverns where a new world lays hidden from the outside world. Strange creatures that cannot be of this world have seemingly lived beneath the shell of the Earth for centuries. They are horrifying to look upon, but are they dangerous? Now within their domain, it may be best to go along with whatever they want, but how much can you trust them, and what might your naïveté cost you?This Mythos Pack features a new mechanic that makes playing this scenario an out-of-body experience, as well as new player cards to customize your investigators' decks.This is not a standalone product. It requires a copy of Arkham Horror: The Card Game Core Set and The Forgotten Age deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The Essex County Express
"It seemed that the railway express clerk on No. 5508 had been able to recall an incident which might have much bearing on my loss…" –H.P. Lovecraft, Whisperer in Darkness The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness. You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so. Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again! This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Dunwich Legacy deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The Miskatonic Museum
"Almost eight feet tall, and carrying a cheap new valise from Osborn’s general store, this dark and goatish gargoyle appeared one day in Arkham in quest of the dreaded volume kept under lock and key at the college library—the hideous Necronomicon of the mad Arab Abdul Alhazred in Olaus Wormius’ Latin version." –H.P. Lovecraft, The Dunwich Horror The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game, and it begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not gain access to it. When recent events at the university and Clover Club lead you to believe that someone may now be searching for this strange and ancient tome – someone who should not be permitted to delve its secrets – you make your way to the Museum. The hour is late, and the place is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes. The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions even while the expansion's twenty-six player cards (two copies each of thirteen different cards) vie for your attention. Will you make use of these cards? How will you make use of them? Several of the cards offer a remarkable focus on long-term benefits over short-term returns, and you'll have plenty of time to incorporate them into your Arkham LCG® campaigns – provided you first succeed on the task at hand. After all, there's something else stalking the museum's exhibits… This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Dunwich Legacy deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The Pallid Mask
From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellowl eads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs… In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber. Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The Secret Name
The Secret Name is the first Mythos Pack in The Circle Undone cycle. Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol back in the late 1600’s and whose ghost still supposedly haunts the condemned Witch House in French Hill. With many questions and few leads, you have no choice but to chase the ghosts of Arkham’s past. As a new cycle begins, you will need new tools to help you battle these unholy forces. To help you with this task, some of the new player cards in The Secret Name belong to more than one class. These cards, which can be identified by their golden hue and dual class icons in the upper right corner of the card, can be added to your investigator’s deck if you have access to either of the classes detailed on the card. If, however, an investigator has limited access to one of the classes on a multiclass card, that card will occupy one of the investigator’s limited slots, even if they have unlimited access to the other class detailed on the card. But with diverse uses and powerful effects, they make a worthy addition to any investigator’s arsenal. This is not a standalone product. It requires a copy of Arkham Horror: The Card Game Core Set and The Circle Undone deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - The Unspeakable Oath
"…So numerous are the recorded troubles in insane asylums, that only a miracle can have stopped the medical fraternity from noting strange parallelisms and drawing mystified conclusions." –H.P. Lovecraft, The Call of Cthulhu It was always going to come to this… you're finally headed to the asylum. The Unspeakable Oath is the second Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, and it carries you deep into the belly of Arkham’s asylum. You’ll find yourself behind locked doors, wracked by Doubt, and surrounded by Lunatics. And, still, you’ll catch hints of deeper and darker secrets. And while its scenario continues and deepens the game’s exploration of the mystical realms between the traditional roleplaying and card game experiences, its twenty-four player cards (two copies each of twelve different cards) provide you access to a number of wealthy Patrons and allow you to “learn” from your mistakes. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion to play.
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Undimensioned and Unseen
"We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight. We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions." –H.P. Lovecraft, From Beyond Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game… By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about "Ancient Ones" and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal… A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly—possibly by making use of the Mythos Pack’s new player cards—lest you should no longer be the hunter, but the hunted! This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Dunwich Legacy deluxe expansion to play.
$25.00$20.00
Arkham Horror The Card Game: Mythos Pack - Weaver of the Cosmos
Defend the Dreamlands from the schemes of the Spinner in Darkness in Weaver of the Cosmos, the sixth and final Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game!You have finally reached the perilous nightmare-scape that you have been chasing since the very beginning. Everything has led to this— Virgil’s writings, your companions’ unending sleep, the black cat, all of it. This transdimensional space is home to a spider creature that would obliterate your world and replace it with a new reality. If you cannot stop it, there will be no Earth left to return to—no escape from this hellish dream—and the Dreamlands will be lost as well. You have no choice but to fight!
$25.00$16.00
Arkham Horror The Card Game: Mythos Pack - Where Doom Awaits
You realise, of course, the utterly stupendous nature of the matter before us. To us, as to only a few men on this earth, there will be opened up gulfs of time and space and knowledge beyond anything within the conception of human science and philosophy." –H.P. Lovecraft, The Whisperer in DarknessWho could have ever guessed that your search for two missing professors would lead to this? The wind howls. Ritual magic vibrates through the air. And the world is ripping apart. Your time is running out. Your doom is fast approaching!Where Doom Awaits is the fifth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Even as its new scenario carries your investigations rapidly toward their climactic conclusion, it dizzies your investigator with a distorted version of reality. The woods outside of Dunwich are changing. You'll find clearings strewn with blood and bodies, rivers frozen solid despite the temperate air, and paths that rip open, revealing chasms through the dimensions and other worlds elsewhere in the void…Fortunately, you won’t find yourself wholly unprepared for the alien challenges these dimensional rifts represent. Twenty-eight player cards (two copies each of fourteen different cards) offer a range of solutions, provided you've earned the experience points to add them to your deck.
$20.00
Arkham Horror The Card Game: Mythos Pack - Where the Gods Dwell
Come face to face with madness in Where the Gods Dwell, the fifth Mythos Pack in The Dream- Eaters cycle for Arkham Horror: The Card Game! After the events of Dark Side of the Moon, you have finally made your way to lost Kadath, where Nyarlathotep is waiting for a battle that will force you to face deceit, lies, and shifting reality. If you can somehow draw him out, expose him, you may stand a chance, but how do you fight an enemy you cannot understand?
$25.00$16.00
Arkham Horror The Card Game: Scenario Pack - Curse of the Rougarou
…The headline was sensationalist. Three killings in nine days were enough to spook a town, sure. But you doubt all of New Orleans is gripped by terror, or even knows about the killings. Still, something piqued your interest." –Curse of the RougarouWhen one reporter's sensational news about a series of savage killings fails to make its way into the Arkham Advertiser, your friend at that establishment decides to contact you, nonetheless, deeming the reports the sort of thing that might suit your eccentric curiosities. She's right, of course, and when you head to Northside Station to book your ticket for New Orleans, you can't possibly imagine the full shape of the horrors that await you…Designed as a standalone adventure for Arkham Horror: The Card Game, Curse of the Rougarou sends you along a bone-chilling hunt through New Orleans and the bayous of southern Louisiana. Its 62 cards come with all the rules, locations, act, agenda, and encounter cards that you'll need to immerse yourself in a mystery full of malign spirits, murderous beasts, and other hazards—some natural and some decidedly unnatural.Additionally, the adventure comes with rules for adding it to your campaign as a "side-story," complete with an asset you might earn, and a Curse you might suffer.This is not a standalone expansion. It requires a copy of the Arkham Horror: The Card Game Core Set to play. This expansion is made available via FFG’s in-house manufacturing.
$18.00
Arkham Horror The Card Game: Scenario Pack - Fortune and Folly
A casino in Monte Carlo is twisting luck in its favor, gaining massive wealth but also endangering its patrons. You and your fellow investigators must steal the source of the casino’s power and put a stop to their nefarious work, but doing so will be no easy task. Will fortune favor the bold? Or will your luck run out?In Fortune and Folly, one to four investigators plan and execute a daring casino heist. Their target: the Wellspring of Fortune, a mysterious relic that allows the casino to stack the odds in its favor (literally). As a scenario pack, Fortune and Folly can be played standalone or inserted into a campaign as a side-story. It even has a few extra features if used as a side-story in The Scarlet Keys campaign!Players only need a copy of the Arkham Horror: The Card Game Revised Core Set to dive into the scenario. Test your luck and see if fortune is in your favor!
$32.00$22.00
Arkham Horror The Card Game: Scenario Pack - Murder at the Excelsior Hotel
I have answers. Room 225. Tonight. Come alone. They’re watching. After reports of strange occurrences at Arkham’s most prestigious hotel reach your ears, you are summoned to the location by a mysterious note. You are just beginning to properly conduct your investigation when you suddenly black out.
$32.00$25.00
Arkham Horror The Card Game: The Dunwich Legacy Expansion
“No one, even those who have the facts concerning the recent horror, can say just what is the matter with Dunwich…” –H. P. Lovecraft, The Dunwich Horror Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Now their story continues in The Dunwich Legacy expansion for Arkham Horror: The Card Game. Your mentor, Dr. Armitage, was one of those three professors. When his colleagues go missing, he fears the worst and asks for your help. With its five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors, launching you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, and you can arm them with fifty-nine new player cards (including a complete playset of each). Pursue new deck-building strategies and new styles of play. You’ll need all the help you can get as you play the expansion’s two scenarios and encounter all manner of new terrors – from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations. This is not a standalone product. A copy of the Arkham Horror: The Card Game Core Set is required to play.
$47.00$29.00
Arkham Horror The Card Game: The Forgotten Age Campaign Expansion
Deep within the icy, barren continent of Antarctica lies a secret: one so ancient and profound, it threatens to tear apart our very understanding of the planet we call home. When a professor and his student finally come clean about the truth between the tragedy of their recent expedition into the heart of Antarctica, their warning goes unheeded. And so investigators decide to follow in their footsteps—to venture into the frozen wilds; into deserted, alien cities and across treacherous peaks—and to discover the truth that could end the world as we know it. In the Edge of the Earth campaign expansion, one to four investigators embark on a dangerous expedition consisting of anywhere between four and ten scenarios. Who in their team will make it back alive? Who will perish in the icy depths? And what will they discover in the phantasmal depths of their own madness?
$100.00$65.00
Arkham Horror The Card Game: The Innsmouth Conspiracy Expansion
Not far from Arkham, the stooped and weathered town of Innsmouth squats on the Atlantic coast. An aura of decrepitude and decay hangs over the city like the ocean fog, from the weirdly glowing windows of the Gilman House to the deserted and toppling Fish Street bridge. Beyond the city limits, the Innsmouth shoreline is pocked with half-flooded tidal tunnels and unnatural coves. Who knows what strange, abyssal trinkets you might find, among the skeletons of fish and rotting seaweed?The Innsmouth Conspiracy, the sixth deluxe expansion for Arkham Horror: The Card Game, invites you to take your first steps in a twisting, time-jumping tale, starting with the campaign’s first two scenarios included in this expansion. From the heart of Innsmouth itself to the torturous coastline and beyond, these scenarios tee up an adventure that will continue to unfold across the subsequent six Mythos Packs. Far from including just two new scenarios, however, The Innsmouth Conspiracy brings five new investigators to the table with an undersea trove of player cards to support new types of decks—along with new mechanics for players to sink their teeth into, including keys, flood tokens, bless tokens, and curse tokens!
$39.00
Arkham Horror The Card Game: The Path to Carcosa Investigator Expansion
Imprisoned in an imaginary city among the stars, the Lord of Carcosa works to spread madness and misery among the unwitting. However, there are those who would sacrifice their very sanity to close the pathways to his nightmarish realm. The Path to Carcocsa Investigator Expansion features six investigators for Arkham Horror: The Card Game and contains all of the player cards from the original The Path to Carcosa cycle of content. Take revenge as the soldier, Marke Harrigan; support your allies as the secretary, Minh Thi Phan; explore the artistic world as the painter, Sefina Rousseau; perform arcane rites as the shaman, Akachi Onyele; unearth buried secrets as the gravedigger, William Yorick; and take on any role you wish as the actress, Lola Hayes. This expansion is a fantastic addition to any Arkham Horror: The Card Game player’s collection, and the cards within can be used to build or enhance investigator decks for any of the game’s scenarios or campaigns.
$64.00$42.00
Arkham Horror: The Card Game - The Innsmouth Conspiracy Investigator Expansion
Under the waves, an ancient civilization thrives, and a conspiracy brews. Only those outsiders who have heard the whispers of the deep can brave the maelstrom and discover the secrets of the abyss. The Innsmouth Conspiracy Investigator Expansion for Arkham Horror: The Card Game features five investigators and contains all of the player cards and customization options featured in the original The Innsmouth Conspiracy cycle of products. Grant blessings as the nun, Sister Mary; learn and practice various fields of study as the student, Amanda Sharpe; watch from the shadows as the spy, Trish Scarborough; perform arcane tricks as the magician, Dexter Drake; and brave the open seas as the sailor, Silas Marsh. The Innsmouth Conspiracy Investigator Expansion can be used to build or enhance investigator decks for any Arkham Horror: The Card Game scenario or campaign. DIVERSE INVESTIGATOR ROLES: Includes five distinct investigators—Sister Mary, Amanda Sharpe, Trish Scarborough, Dexter Drake, and Silas Marsh—each offering unique abilities and strategies to enhance your gameplay. RICH PLAYER CARD SELECTION: Boasts over 180 player cards spread across all five classes, providing a vast array of tools and strategies for deck-building and game customization. ENHANCE ANY CAMPAIGN: While designed to complement The Innsmouth Conspiracy campaign, these investigators and player cards can be integrated into any scenario or campaign within Arkham Horror: The Card Game, offering versatile play options. DEEPEN YOUR ARKHAM EXPERIENCE: Delve into the secrets of the abyss with thematic cards that capture the eerie and mysterious atmosphere of the Innsmouth lore. READY FOR ALL PLAYERS: Ideal for both new players looking to jump into Arkham Horror with a rich set of options and veterans seeking to refresh and deepen their deck-building choices and strategies.
$64.00
Arkham Horror: The Card Game – The Dream-Eaters Investigator Expansion
In the wondrous lands of all of Earth’s dreams, there exists a fiction so real it may as well be fact. Only those dreamers who have left the waking world behind may venture into the darkest recesses of the dream to behold this singular, shimmering truth. The Dream-Eaters Investigator Expansion for Arkham Horror: The Card Game features five investigators and contains all of the player cards and customization options featured in the original The Dream-Eaters cycle of products. Protect the innocent as the rookie cop, Tommy Muldoon; search for vital knowledge as the researcher, Mandy Thompson; hunt down targets and collect their bounties as the bounty hunter, Tony Morgan; bend time and space as the dreamer, Luke Robinson; and find mystical strength in the power of music as the violinist, Patrice Hathaway. The Dream-Eaters Investigator Expansion can be used to build or enhance investigator decks for any Arkham Horror: The Card Game scenario or campaign. DREAM-EATERS INVESTIGATORS: Discover a realm where dreams become reality with the Dream-Eaters Investigator Expansion for Arkham Horror: The Card Game, featuring five unique investigators. DISTINCTIVE STRENGTHS: Each investigator possesses their own set of strengths, weaknesses, and abilities, allowing you to customize your gaming experience and strategy. EXPANSIVE CARD COLLECTION: With over 180 player cards spanning all five classes, this expansion equips players with a vast array of tools and strategies to build unique and powerful decks. VERSATILE GAMEPLAY: Whether challenging scenarios from The Dream-Eaters Campaign Expansion or any Arkham Horror: The Card Game product, these investigators bring versatility to your gameplay. ENHANCE YOUR CAMPAIGN: Use the Dream-Eaters Investigator Expansion to build or enhance investigator decks for any Arkham Horror: The Card Game scenario or campaign.
$64.00$52.00
Arkham Horror: The Road to Innsmouth Deluxe Edition
The Road to lnnsmouth is an immersive, multimedia puzzle-solving experience, combining collectible artifacts with digital gameplay to tell the story of Stella Clark's mysterious journey into the heart of lnnsmouth.Players step into the shoes of Stella Clark in this Interactive Online Adventure with physical artifacts in a point and click escape experience on their favorite web browser Contains: Gilman House Hotel Key, Strange Membership Card, Metal Curious Postcard, Full Color Poster, Aged Bookmark, Mysterious Map, Worn Ticket, 1 Ancient Totem
$57.00$37.00
Ashes Reborn: The Breaker of Fate Deluxe Expansion Set
The Breaker of Fate expansion features fan-favorite Jericho Kill, who now has the ability to wield time magic. This deluxe kit has a deck with brand-new cards, the new time dice, and of course plenty of room to hold a deck, conjurations, and all your dice and counters.
$43.00$37.00
Ashes Reborn: The Law of Lions Deluxe Expansion
The Laws of Lions deck, Featuring new Phoenixborn Odette Diamondcrest, is a full, ready-to-play Ashes expansion deck, including 10 divine dice AND a premium deckbox to hold sleeved cards, 10 dice and tokens.Contents:1 Odette Diamondcrest - Phoenixborn10 divine dice1 premium deck box3 Law of Sight3 Summon Winged Lioness4 Winged Lioness3 Law of Assurance3 Summon Emperor Lion3 Emperor Lion3 Sword of Virtue3 Heal3 Meteor3 Power Through3 Shield Mage3 Holy Knight
$43.00$37.00
Ashes Reborn: The Scholar of Ruin Expansion
Rowan uses ceremonial and time magic to excavate the physical and temporal ruins surrounding the historic battle site of Abylon. This original home of the legendary Phoenixborn Jericho is a powerful well of dormant magic, and Rowan will stop at nothing to harness it!Rowan's pair of abilities allows him dynamic access to the powerful abilities of his closest allies, letting him simulate their life and death in an instant to reap the rewards of their lifetime of work! The ruins of Abylon's outskirts are not easy to navigate, so Rowan will need many lifetimes worth of knowledge to make his grand discovery a reality.This expansion deck is ready to play, or combine cards with your favorite allies and spells to create the ultimate Phoenixborn deck!
$22.00$19.00
Ashes Reborn: The Song of Soaksend Deluxe Expansion
premium deckbox to hold sleeved cards, 10 dice and tokens.Contents:1 Namine Hymntide - Phoenxiborn10 sympathy dice1 premium deckbox1 reference card3 Guilt Link3 Summon Salamander Monk2 Salamander Monk3 Salamander Monk Spirit3 Magic Syphon3 Summon Squall Stallion5 Squall Stallion3 Encore3 Shatter Pulse3 Crescendo3 String Mage3 Flute Mage3 River Skald
$43.00$37.00
Ashes: Reborn - Red Rains - The Blight of Neverset
The Red Rains have swept further across Argaia, making their way to the paradise garden-city of Neverset. Home to Leo Sunshadow, this land of eternal sunshine faces its darkest days with the birth of this next Chimera. Join forces with Leo, Astrea, Saria, and Maeoni as they fight to dispel this plant monstrosity in The Blight of Neverset! This new Chimera fights the Phoenixborn in two aspects, Bloom and Thorn. Watch the Bloom aspects blossom into a display of beautiful glory, while the Thorn aspects ruthlessly strike from the darkness and wither away all that the Phoenixborn can muster. Fight back with an all-new charm magic deck, befuddling the Chimera’s attacks, bypassing its key defenses, and bringing it to fatigue.
$43.00$37.00
Auztralia
AuZtralia is an adventure/exploration game for 1-4 players set in an alternate reality 1930s. The theme is inspired by Martin Wallace's A Study in Emerald. Following the Restorationist war, the northern hemisphere lands lay poisoned and starvation was the norm. Intrepid adventurers set out to explore and settle new lands. Little did they know, after the war, the surviving Old Ones and their remaining loyal human armies made their way to the outback of Australia to lick their wounds. Build a port, construct railways, mine and farm for food. You’ll need to prepare for the awakening. You’ll need to fight. Everything you do in the game costs time, which is one of AuZtralia's most valued resources. At a point in time, the Old Ones will wake up and become an active player. They begin to reveal themselves and move, with potentially devastating outcomes. You’ll need to prepare wisely for the awakening and may have to co-operate with others to defeat the most dangerous Old Ones. Military units will help you to locate, fight and defend against the nightmarish beings that may be lurking on your doorstep. As well as hardware, you’ll need to recruit some Personalities who have the skills and resources to help you. Riches from the land, mixed with darkness and insanity await you in the outback. Will humanity prevail or will the Old Ones wreak their revenge? By default, the game is semi-cooperative, where one wins or everyone loses. The rulebook includes a fully cooperative variant.
$100.00$71.00
Bananagrams Duel
Duel is a head-to-head BANANAGRAMS snack for cozy spaces and on-the-go play! It's a two-player word game face-off, where players race to build their own word grid using letter cubes. BANANAGRAMS Duel includes fun banana-shaped theme cards for an added challenge during every round of play! The (24) dice feature all (144) letters from the classic game crafted into a perfect BANANAGRAMS experience for two!
$15.00$11.00