Board Games | Card Games
Sanctuary: The Keepers Era: Lands Of Dawn
Sanctuary: The Keepers Era - Lands of Dawn is a competitive, fast paced, hand management card game, the starting chapter of a story which takes place in a brand new fantasy setting.The game features three unique Faction decks illustrated with stunning artworks by a team of international artists.According to the legends of Elnerth, a powerful mystic energy was flowing dangerously through the world. To avoid catastrophic events, that energy was split into six parts called the Essences.Sanctuaries are the only way to channel the power of the Essences. Players impersonate the Keepers, each one is attuned to an Essence and rules over a Faction. The Keepers are fighting each other to preserve their Sanctuaries and themselves. The goal of the game is to destroy all the oppponent's Sanctuaries, to become the only Keeper able to shape the fate of the world through their Essence.Choose your Faction, each one with its own peculiarity, and dive into the dark and wondrous world of Elnerth.Lands of Dawn Factions:★ Antar — Mirages and subtle tricks are the secrets of the Antar, devoted to the Essence of Subjugation. Their mind controlling abilities push the enemies to their limits, breaking their ranks and their moral.★ Thannen — Elegant flying fighters, the Thannen are devoted to the Essence of Grace. Their discipline, combined with high mobility, makes them extremely hard to target in combat.★ Ganto — Solitaire and wise, the Ganto worship the Essence of Growth and possess the ability to shape the environment at their will. They share a deep connection with Sanctuaries, interacting directly with their Aegis.
$30.00$25.00
Sentinels of the Multiverse (Definitive Edition) Foil Pack 1
The Core Definitive Edition Foil Card Set is here to brighten up your Sentinels of the Multiverse: Definitive Edition gameplay experience! This set contains a premium foil version of each Hero character and variant card, as well as each Villain character card and Event card, for a total of 24 double-sided foil Hero-sized cards, and 18 double-sided foil Villain-sized cards! With these cards, the Multiverse will shine brighter than ever!
$29.00$25.00
Unrest
No one can remember when the Empire’s regime began. People say it will never end, that resistance is impossible... but no one has ever prepared like the Rebellion. In Unrest, two players are pitted head-to-head in the asymmetric struggle for control over five City Districts. On the Rebellion’s turn they select 2 adjacent City Districts, then play 3 total cards: 2 face down and 1 face up. The Empire then gets a chance to use 2 of their Power Tokens. Afterwards the Rebellion gets to distribute their cards to the 2 chosen City Districts. Once they liberate 3 City Districts by completing any of the Mission Objectives, they win. However, if the Empire runs the Rebellion’s deck empty, then they win.
$22.00
The Sackson Legacy Collection (Blue)
The Blue Edition includes the following 3 games I’m the Boss: The Dice Game is about making deals in today’s modern business environment. It is not just about having money; you must also have the expertise in critical fields to pull off these deals. Players roll the dice to increase their knowledge in the 6 career fields. When a player finally reaches the pinnacle of their knowledge, they become an indispensable expert in that field.While making your moves, you also gather influence in the form of cards that can be used during your turn or the deal-making process. There are always two potential deals on the table. Watch for the deals that are in your wheelhouse, and be ready to go on the offensive when the time is right. Be wary, as your opponents may be prepared to sidetrack your deal and take it for their own... Banana Blitz is played over a series of hands where players try to avoid gaining bananas in tricks. The player to the dealer’s left starts by playing a card from their hand face up on the table. Continuing with the player to the left, each player then also plays one card face up. Players must “Follow fruit (suit)” if possible, meaning they must play a card of matching fruit type as the first card played. If a player cannot follow fruit, they can play any card.After everyone has played a card, the winner of the trick is the owner of the highest number card of the fruit that was led. The winner takes all the cards from the middle of the table and places them in a personal face-down pile nearby. The winner of the trick then leads the next trick until all cards are played, ending the hand. In each round of Scope, a player will reveal the top card from the Number Deck. All players will then cross out one or more numbers in their own Grid that add up to the Number Card revealed. A player can skip a card if they wish, even if there is a legal play associated with the card. Multiple numbers may be crossed out only if they are vertically or horizontally adjacent to each other. Or, players may choose to cross out a single number that matches the Number Card.Once all players have crossed out their number(s), another Number Card is revealed. Play continues until 15 Number Cards have been revealed. The player with the least amount of numbers left on their Grid is the winner. Components I’m the Boss: The Dice Game 16 Deal Cards 48 Influence Cards 36 Player Markers (6 in each Color) 6 Expert Dice 6 Wooden Stars 65 Money Cards 6 Player Aids Game Board Rules Banana Blitz 12 Apple cards (1-12) 12 Banana cards (1-12) 12 Grape cards (1-12) 12 Orange cards (1-12) 4 Fruit Salad cards (13-16) Rules Scope Number Deck Number Grids (50 page score pad) Rules
$51.00$44.00
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
$51.00$44.00
Hula-Hoo
Animals from around the world are gathering for the hula hoop championships. Their goal is to keep up the hoop for as long as possible. This is represented by cards. The goal is to get rid of all of your cards; or make all other players drop out ("drop their hoop").Each player starts with five cards in their hand, plus five cards openly in front of them. When it's their turn, they can choose to play one of their open cards or one from their hand. The first player plays any card and demands the next player to play "higher" or "lower". A player can follow this, or "double" - play the same card as the player before them. Then everyone has to double (or break the double with a neighboring card or a joker. A player who cannot play drops their hoop and is out of the round. When only one player is left, or when one player has gotten rid of all their cards, they get as many cards as have been played in that round. First player to reach 77 points wins the game.
$22.00$19.00
Peaky Blinders: Faster Than Truth
Think you've got what it takes to be a successful gangster in the roaring 20s? Then try your hand at this official card game—by order of the Peaky Blinders. 3-6 players | 30 minutes play time | Ages 14+ Competitive card game Bluff and trick your way to the top Money. Muscle. Prestige. Step into the lawless streets of 1920s Birmingham, where lies travel faster than the truth. In this competitive card game for 3-6 players, you're an aspiring gangster with one goal: to outsmart your opponents by gathering resources right under their noses. To get the upper hand and gain enough influence to beat your opponents, you’ll need to play your cards close to your chest. Choose when to show your hand and when to gamble on a lie. Make alliances, break alliances, and remember intelligence is a valuable thing. When everyone is out to get you, can you bluff and trick your way to the top?
$27.00$18.00
White Hat
White Hat pits 1-6 players against each other, as they try to prove their worth as a hacker, picking holes in the World’s toughest security measures, to ensure the protection of sensitive data. At its heart, the game employs a trick-taking mechanic that incorporates many additional elements not found in regular trick-taking games, thus creating numerous twists and turns every round. White Hat comes with separate, dedicated solo and 2-player modes. As the players attempt to prove their worth, they will attempt to win tricks by playing cards from their hand. If they win a trick they can then move one of their hats on the board through the maze of FBI servers, internet cafes, and digital tracers in order to reach the Critical Asset and end the game. However, players should not always rush to the end as points are scored at the end of each round depending on what spaces their hats are on, and the lowest score is the winner.
$44.00$35.00
Prehistories: Evolutions
Adds 4 evolutive modules to the base game. Each module comes in a sealed envelope with a backstory and special rules/new gameplay elements. Once all the modules are opened, you can mix and match them.
$30.00$25.00
Roll the Deck!
A small booklet of 11 dice games designed for use with Steve Jackson's Pick a Card Dice and standard playing cards. The games in this booklet are built around the concept of generating a series of random draws from a standard deck of playing cards. Instead of playing cards, though, we've used our Pick a Card Dice. And so can you!
$15.00$13.00
Greedquest
Greed Is Good!... and there's treasure to be won, so what are you waiting for? Three to six players race to the bottom of the dungeon to grab The Hoard. Now all you have to do is get out with it ... but everyone else is between you and the exit! Each player has his own deck of cards that control movement. Bluff, scheme, and strategize your way to the head of the pack ... but some cards will change the rules when you least expect it! This is a fast, unpredictable game, easy to learn and fun for all ages, with lots of quick replay value. And it's illustrated by Phil Foglio!
$44.00$37.00
A.D.A.P.T. Promo Player Mats
Adapt your game with these five expansions in one tuckbox that introduce a mighty array of new aquatic beings, real, fantasy, and mechanical, for your A.D.A.P.T. game.
$8.00$7.00
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 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
$44.00$38.00
Power Rangers: Heroes of the Grid Time Force Ranger Pack
Time for Time Force! In the year 3000, global peace is maintained by an elite organization of Power Rangers who protect the past, present and future. Time Force travels through time to stop all manner of evil threats. Wes Collins, Lucas Kendall, Trip, Katie Walker, and Eric Myers are here to save the day with time on their side! This is an expansion. Power Rangers: Heroes of the Grid is required to play. Features: Introduces Time Force team to Heroes of the Grid! Includes the Quantum Ranger, with a new quantum die mechanic. Time Force Megazord adds a new Megazord Token Designed for 2-5 Rangers, ages 14+, to survive for 45-60 min. Contents Summary: 5 Ranger Figures 1 Megazord Token 50 Combat Cards 1 Megazord Card 6 Zord Cards 5 Character Cards At a Glance Number of Players: 2-5 For Ages: 14+ Playing Time: 45-60 min
$66.00
Power Rangers: Heroes of the Grid Mega Goldar Deluxe Figure
“You are no match for me!” Goldar has grown to giant size, thanks to the magic of Rita Repulsa! In Mega Goldar form, represented by a giant-scale miniature, the warrior is more formidable than ever. It will take an all-out assault from the Rangers to bring Mega Goldar down. Requires Power Rangers: Heroes of the Grid to play. Features Your team will need to work together to take down Mega Goldar! Goldar has grown in both size and abilities due to Rita’s magic! Giant Sized and highly detailed figure! Contents Summary: 1 Mega Goldar Figure 1 Mega Goldar Deployment Card 6 Mega Goldar Component Cards 1 Rule Sheet
$66.00
Power Rangers: Heroes of the Grid Cyclopsis Deluxe Figure
Face off against one of the Power Rangers’ toughest enemies ever Cyclopsis! This War Zord, represented by a giant-scale miniature, will not go down easily. The Rangers will need to coordinate their attacks to defeat Cyclopsis, who gets stronger as he takes damage! Contents Summary: 1 Cyclopsis Deluxe Figure 1 Cyclopsis Deployment card 6 Cyclopsis Enemy cards 6 Cyclopsis Component cards 1 Rules Sheet
$51.00
Gravwell 2nd Edition
You’re among a flotilla of ships that survived passing through a black hole. The fabric of space and the general physics you’ve known have changed. You quickly discover that your engines are offline, but you can navigate crudely using your tractor and repulsor beams. By mining asteroids and collecting raw elements from space dust, you muster just enough force to move your spacecraft. You lock onto another object, perhaps a spacecraft, and creep toward it. But just as you're about to engage your tractor beam, its captain engages his beam, catapulting his ship past you. If you don't act quickly, you'll be pulled the wrong direction! It’s a real mind-bender! Features: Navigate your ship away from a black hole using only your tractor and repulsor beams! Adds unique powers for each ship! Increases the player count from the original award winning game to 6 players! Includes new dynamic ship models! New art from award winning artist Kwanchai Moriya! Contents Summary: 1 Game Board 24 Ship Ability Cards 1 Round-Tracking Token 40 Fuel Cards 6 Spaceship Miniatures 2 Space Junk Tokens 1 Rulebook
$66.00
G.I. JOE Mission Critical Heavy Firepower Expansion
Destro and Scrap Iron have arrived to help Cobra bring the world to its knees! Thankfully, Roadblock, Bombstrike, and Gung Ho have arrived to reinforce the G.I. JOE team against this explosive threat. This expansion introduces three new characters to play and new enemies to take down! Requires G.I. JOE Mission Critical to play. Components: 48 Standard (63 x 88 mm) 30 Combat Cards 2 Deployment cards 16 Enemy Cards 6 Tarot Cards (70 x 120 mm) 3 Character Cards 3 Vehicle Cards 3 Heroes Roadblock, Bombstrike, Gung-Ho 2 Villains Destro (Boss), Scrap-Iron (Lieutenant) At a Glance: Ages 14+ 2–5 Players 45-60 Minutes
$66.00
Munchkin: Zombies 4 - Spare Parts
Featuring 56 new cards for Munchkin Zombies, while also being compatible with the entire Munchkin line, Munchkin Zombies 4: Spare Parts allows players to take on a new Power ("Solo") and show the other zombies on the block who's boss. In addition, they receive new items like "Spare Parts" and "Bowling Gloves" and battle new monsters like the "Surgeon General" and "The LARPing Dead"!
$19.00
Wakening Lair: The Dark Forest
In Wakening Lair: The Dark Forest, 1-6 players must cooperate against overwhelming odds to rid a classic fantasy themed dark and spooky forest of its assorted ne’er-do-well monsters and haunts. Should they succeed, songs will be sung of their noble exploits for generations to come. If they fail, then the Dark Forest’s evil will spread across the realm. Wakening Lair: The Dark Forest is a 1-6 player fully cooperative dungeon delve which plays in 45-60 minutes. Each player assumes one of nine heroes forming a party which must explore the forest disturbing and vanquishing its denizens. As they do, they’ll receive treasure in the form of weapons and magic items. Eventually, one of six monstrous terrors will awaken and try to escape the dark forest. Victory is achieved by defeating it before that happens! Wakening Lair: The Dark Forest is a standalone sequel to the original Wakening Lair and the components of both games can be swapped for unique and new game combinations.
$59.00$54.00
Wakening Lair
Built long ago by an ancient evil, a lair lies at the heart of a dense forest not far from your village. Silent for generations, a noxious reek now wafts from the entrance and unsettling noises from within signal that something terrible is about to awaken. Do you dare venture into the depths and combat what monsters lurk inside? Wakening Lair is a fully cooperative dungeon delve for 2-6 players who take on the roles of heroic adventurers banded together to defeat the monsters inhabiting a nearby lair. Play heroes from nine different character classes, each with unique abilities to help vanquish foes. Double-sided hero cards provide both male and female versions of each class for a total of 18 heroes from which to choose. A variety of monsters, nine different monstrous terrors, and randomized boss monster awakening changes the game narrative each time you play. Six different room types can give you an attack bonus if your character type matches the room advantage. Weapons have character preferences and arming the right weapons can increase the power of your attacks. Use magical items for rerolls, healing, or other boosts for yourself or members of your party. Monsters have attack vulnerabilities and immunities, so you need to watch out and square off with the best suited members of your team! Players take turns exploring rooms in Wakening Lair, defeating monsters, disarming traps, and gathering weapons and magic items. Equip those items to maximize your hero's abilities, all in preparation to defeat the slumbering monstrous terror that is bound to awaken at any moment. When it does, you need all your collective power to keep it from escaping the lair and destroying the land!
$51.00$37.00
Reviving Kathmandu: Senior Architects
The Senior Architects Expansion takes the gameplay of the Reviving Kathmandu base game to the next level. Take on special abilities through your character cards (architects), collect more points for public objectives, and get ready to complete advanced missions. The expansion includes:• 6 character cards (architects)• 10 public objective cards• 10 advanced mission cards ATTENTION: the Senior Architects Expansion can only be played with the Reviving Kathmandu base game.
$18.00$13.00
Reviving Kathmandu
Reviving Kathmandu is a bidding and set collection game for 1-6 players. In the game, players are builders who travel to Nepal. They’ll compete to earn the title of Most Respected Architect in Kathmandu. Bid on construction materials (cards). Then collect those cards and use them to build the most prestigious Buddhas, Shrines, Stupas and Pagodas (“Monuments”). You’ll score points for your monuments, for achieving special objectives, and for paying special attention to color. The architect who achieves the most points will win the game. HOW TO PLAYThe game is played over 8 rounds. Each round has 3 phases: Bid, Collect, and Build. Players work through these 3 phases, in this order. Each phase is explained in greater detail in the rulebook. But, generally, players will: - BID: Starting with the first player and continuing clockwise, each player must place 1 coin of their choice face-down onto one of the bid spots on the playmat. Each bid spot targets 2 cards within the same row or column. - COLLECT: Players flip their coins and determine who won each card. Determine the winner for each card using this order:1. The only bidder2. Highest bidder3.If tied, the player whose coin is closest to the card4. If still tied, the player whose coin is on the long edge of the cardThen each player collects 2 cards total to their hands — taking from the Market and/or the red deck. - BUILD: Players use as many cards as they want from their hands to build Monuments. To add to a Monument, slide an appropriate card under the previous one, revealing the section that continues the Monument. Once a Monument has all its required sections, it is “complete.” Buddhas are considered complete immediately after they are built. When you complete a Monument, immediately score points for completing it The game has 8 rounds. After every 4 rounds, each player will only have 1 coin left. When this happens, players either convert their last coin to points or buy 1 discarded card. MISSIONS: Players may complete various objectives for bonus points. Each Mission contains 4 objectives—to complete a Buddha, a Shrine, a Stupa, and/or a Pagoda with sections matching the color(s) shown on the Mission. GAME END:- Discard all cards left in your hands and discard piles.- Score points for the topmost card of any incomplete Monuments.- Score color bonuses (if any) for your completed Monument. WINNING: The player with the most points becomes the most well-respected architect, and therefore wins the game! Reviving Kathmandu is the second game in the Lemery Games Globetrotter Game Series, after Chili Mafia.
$59.00$39.00
Prehistories
You are the leader of a prehistoric tribe, deciding which members of your tribe go hunting and what prey they want to catch. To guide you, the Elders have created challenges that you can complete by painting on the wall of your cave. Each round in Prehistories, you and your fellow tribe leaders bid simultaneously (and secretly) to decide who hunts where. The more hunters you have, the bigger the game you can catch, but the slower you are. The fastest player — that is, the one with the smallest sum of hunters — goes first, but they have few hunters with which to hunt. To hunt, you assign your hunters to one or more locations to catch the prey waiting there. Prey is represented by polyomino tiles, and the larger the tile, the higher the sum required. If you have just enough hunters to catch your prey, they might be wounded in the process, which means you'll draw fewer hunter cards at the end of the round to refill your hand. (They distrust your leadership when you get them injured!) In the second phase of a round, you paint your cave with the animal tiles collected during the hunting phase. Your cave is represented by a 7x7 grid that starts with a few tiles already in place. The first tile you place goes in the left-hand column, and all subsequent tiles must touch tiles already placed, with all tiles being oriented so that the animals are viewed with their legs (or fins) down. (Cavemen have simple tastes and want everything to be representational.) When you fulfill the wishes of the Elders by painting your cave in certain ways — such as completing a horizontal line or connecting opposing corners or surrounding a legendary animal on all sides — you place one or more totem tokens on that challenge. Whoever first discards their eight totem tokens wins.
$44.00$32.00
Munchkin: Zombies 2: Armed and Dangerous
Return of the (un)Living Munchkins! Munchkin Zombies is a hit – we had to order a second printing less than a month after its release! And the fans demanded more! Who are we to argue? Munchkin Zombies 2 – Armed and Dangerous includes 112 new cards for Munchkin Zombies. Players can wield their Trained Attack Flies and Prehensile Tongue against the Zombie Gamer, or be the Rankest of the Rank and use the Power of SCIENCE against the dread Survivalist. Includes a new Power, “Hungry,” and a new Mojo . . . the Patchwork Zombie! This is an expansion for Munchkin Zombies. It is not a stand-alone game. Description: 112 cards in a tuckbox.
$29.00$21.00
Munchkin: Zombies Grave Mistakes
This looks safe . . .No one ever thinks to hide in the cemetery when the zombies roam the streets. With sensible heels and a personalized gravestone, what could possibly go wrong?Grave Mistakes unearths 30 new cards for every Munchkin Zombies fan. Includes living humans to kill, new Treasures, and even a new Power: the Horde Zombie! Expansion! Core game required to play
$15.00$12.00
Muse: Renaissance
Muse: Renaissance is a stand-alone expansion for Muse and Muse: Awakenings featuring 84 additional and unique Masterpiece cards. This version can be played alone or added as an expansion to Muse and/or Muse: Awakenings. Muse: Renaissance also has an all-new individual scoring system which opens up more options for playing. Enjoy a new game, or play the classic party style, it’s up to you!
$37.00$34.00
Munchkin: Skull Kickers Booster Pack
Munchkin is the classic card game of fantasy adventuring. Skullkickers is the hit new Image comic of fantasy adventuring. Munchkin Skullkickers combines both great flavors! The fans will be begging for more as the comic's unnamed heroes tear through the World of Munchkin, destroying everything in their path as they help the players fight their way to Level 10.
$9.00$8.00
Longboard
It's a beautiful day at the beach, and the surfers are out shopping for new boards. Create the coolest and biggest longboards to establish your surfboard-shaping shop as the best in town. Surf's up! In Longboard, players draft and trade surfboard pieces as they attempt to build the tallest and most surfboards. More specifically, on a turn you take two actions, with three types of actions being possible: Add a card from the deck to your personal supply, that is, cards lying face up in front of you. Take a card from your supply to start or lengthen a board; all cards in a board have to be the same color (or wild) and each new card on a board must be equal to or greater in value than the card below it. Place one or more cards in your supply in an opponent's supply, then take a single card from their supply of value less than the sum of what you gave them and use this card to start or lengthen a board. Each board card features 1-3 stickers, which count as points when the surfboard is complete, that is, when it contains at least four cards. When a player has 3-4 complete boards, at least one of which contains 7+ cards, they can choose to end the game. If that doesn't happen before the deck runs out, the game ends at that point. Players then score sticker points on completed boards, lose points for incomplete boards, and score bonus points if they have the longest completed board or the most completed boards or if they have completed any of the four random objective cards put into play at the start of the game.
$30.00$21.00
I Would Fight the Dragon
You want to fight a dragon? Let's think about this a moment... Setting aside the fact that it has a large mouth full of nasty, sharp, pointy teeth, it outweighs you by about four tons, it flies, and it breathes fire. And you're going to pick up a sharp, pointy stick and wrap yourself in metal skin like some kind of TV dinner waiting to be cooked? Of course you aren't! But the king commands it, and all the other knights are watching, so you have to do something! I Would Fight The Dragon... is a fun, fast-paced game of bluffing and bluster. Show no fear, make your excuses, and foist gear onto the other knights to help them on their way. One brave soul will be facing the dragon today. Don't let it be you!
$18.00$16.00
Ghosts Love Candy Too
It's a little-known fact that ghosts love to eat candy. But they can only eat it one night a year...Halloween! On that night, the ghosts travel through the neighborhood looking for delicious candy. Using their best scare tactics, ghosts will haunt the costumed kiddos to steal their sweet sweet candy. But they have to be careful not to scare them away. Ghosts just want a candy delight, not to cause them a fright. This new edition expands upon the original version with more kids (100 total!), a new "junk" set of treats that you do not want to collect (like toothbrushes, rocks, ketchup packets, pennies, etc.) and new ghosts. Playing the game is easy. Select one of your ghost cards to bid for turn order. Then resolve by choosing a kid to haunt, taking their candy then using their unique ability. Treats score at the end of the game based on your ghosts specific preferences. Note: Ghosts Love Candy Too is a revised and expanded new version of Ghosts Love Candy, released by Steve Jackson games in 2016.
$44.00$32.00
Chiseled: A Deck Sculpting Card Game
Three critics... One set of tools... No excuses! Chiseled is a deck-sculpting game about sculpting marble. In Chiseled, play as artists in a shared studio, working to complete your sculptures by the time any player has checked in with the three critics enough times to get rated. Using one tool at a time from the shared workbench, remove and accentuate cards from your starting deck of cards to improve its artistic value, and please the critics for bonuses. Each tool offers a unique method of interacting with the marble. Chiseled features a single-player score challenge mode, as well as competitive play for 1 to 4 players.
$37.00$26.00
Kilim
The Sultan asked the weavers of the city to create their finest work for him, an exceptional Kilim! The Person who weaves the most beautiful one will be become the High Weaver of the Sultanate. An Honor and a promise of fortune that you cannot ignore. All you have to do is go to the market, buy the best carpets and assemble them to make a Kilim worthy of the Sultan!
$37.00$30.00
Ultimate Werewolf: Inquisition
Ultimate Werewolf is an interactive game of deduction for two teams: Villagers and Werewolves. The Villagers don't know who the Werewolves are, and the Werewolves are trying to remain undiscovered while they slowly eliminate the Villagers one at a time. A Moderator (who isn't on a team) runs the game. Ultimate Werewolf takes place over a series of game days and nights. Each day, the players discuss who among them is a Werewolf, and vote out a player. Each night, the Werewolves choose a player to eliminate, while the Seer learns if one player is a Werewolf or not. The game is over when either all the Villagers or all the Werewolves are eliminated. Ultimate Werewolf, a new edition of the award-winning, best-selling werewolf title from Bézier Games, has been reimagined to allow new players to quickly get up and running, with a larger box, totally rewritten and simplified rules, and a guide for the included roles. With all-new art and a great new card design, it's the perfect way to introduce groups of 7-30 people to Werewolf.
$37.00$26.00
Colony
In Colony, each player constructs and upgrades buildings, while managing resources to grow their fledgling colony. In a clever twist, dice are used as resources, with each side/number representing a different resource. Some resources are stable, allowing them to be stored between turns, while others must be used right away. Buildings provide new capabilities, such as increased production, resource manipulation, and additional victory points. Using dice-as-resources facilitates a dynamic, ever-changing resources management mini-game while players work to earn victory points by adding building to their tableau on their way to victory. •Upgrade your buildings for enhanced capabilities and more VPs.•42 dice include stable resources that can be stored between player turns, and unstable resources that must be used each turn.•Rebuild civilization with a tableau of specialized buildings and a large pool of resources.•28 variable building card types in the box, with only 7 of them used, adds enormous replayability.•Dynamic dice-as-resources mechanic creates opportunities for constantly shifting tactical decisions, while avoiding random and unexpected impacts on strategic play.
$59.00$42.00
Fireball Island: The Last Adventurer
The last adventurer has been stranded on Fireball Island a long time. He knows every cave, every path, every snake hole, fire pit, and bug. He has a thing or two to teach the rookies.The Last Adventurer figure to increase player count to 5! The Last Adventurer expansion pack includes: New souvenirs! Player powers so that all players can survive more easily on the island! Snakes (small marbles) that sleep on the rocks and attack the unaware! A giant boulder that will crash down the island, knocking over all in its path!
$59.00$42.00
Munchkin: Skullkickers
Munchkin Skullkickers – a 15-card, non-randomized booster with Fantasy Munchkin backs – features the characters from the Skullkickers comic book published by Image Comics.
$9.00$8.00
Senators
It is the late Republican period of Rome, and you are the leader of one of the factions in the city, competing for power in the Senate. You are increasing your wealth by buying up resources, then using your position to sell them to the state for fat profits. With the resulting cash, you then "buy" more Senators, controlling yet more votes in the Senate. Rome is constantly in conflict, and you know that at some point wars will increase to the point that the Senate will choose to centralize power and appoint a single leader. At that moment, the leader of the faction with the most Senators will be made Caesar. Senators is best described as an adversarial bidding game. Players earn money by purchasing resources at auction, extorting them from other players, then selling them in sets to the bank. Cash is required to support wars, defend against aggressive bids, and most importantly to buy more Senators. The game lasts a variable number of turns, and when the fourth war is revealed it immediately ends. At that point, the player with the most Senators wins. On their turn, a player first draws an event card from the deck, then takes one of three actions: a) launching an auction by putting new cards up for sale, b) extorting cards from other players, or c) cashing in sets of cards and buying new Senators. The game is simple, relatively short, and highly interactive. The key decisions are both tactical — how to value the cards at auction and how to bid for the wars, deficits, and other events given your relative position — and strategic: choosing which Senators to collect and how long to build sets versus when to cash in and buy Senators. Everyone is transacting all the time, and the game integrates different bidding systems including an open step bid (like many worker placement games) at the market auctions, blind bidding at the wars, an innovative high/low blind bid at the budget deficits, dutch auctions when new Senators arrive, and shotgun offers (similar to Kuhhandel or Medici v Strozzi) when players extort from each other.
$37.00$31.00
Magic Money
Merlin the Magnificent has passed away and left behind a marvelous menagerie of magical monsters to be put up for adoption. Bid against your fellow wizards to take home adorable critters of all shapes and sizes. As a magician, money is no object, you can create as much of it as you need to win the auctions, but whoever has spent the most money by the end of the game is out! In Magic Money, players bid on a creature card every round by writing down secretly an amount of money they are willing to conjure up from thin air. The player who won the previous round of bidding is the auctioneer and takes all the bids. Only the opening bid and the winning bid are revealed to all players. Once all the creatures have been won, players score their cards winning points for the horn, wings, and heart attributes on their newly won creatures along with any other special abilities that may give additional points or change what they had bid earlier in the game. Players also reveal the sum of all their bids for the game and the greediest wizard, the one who has bid the most, is eliminated.
$30.00$24.00
Munchkin: Zombies 3 - Hideous Hideouts
Munchkin Zombies 3: Hideous Hideouts is a "Dungeon" expansion for Munchkin Zombies that's similar in nature to Munchkin 6: Demented Dungeons and Munchkin Cthulhu 4: Crazed Caverns. It comes with 16 standard-sized Portal cards such as "Breach the Perimeter" and "Walking in Circles" and 20 double-sized Dungeon cards (e.g., "Fort Deadly", "The Creepy Isolated Cabin of the Dead", and "ResurrectiCon") that warp the current rules. Part of the Munchkin series.
$16.00$12.00
Deadly Doodles 2
Deadly Doodles 2 contains new maps, new rules, and a new custom six-sided die for use with the Deadly Doodles base game. Some of the new boards include doors, gemstones, and other features that are triggered by rolling the die at the start of each round.
$37.00$26.00
Super Munchkin 2: The Narrow S Cape
Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born... the Pants Macabre. The World of Dorkness has been busy. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing with the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race... the Mummy? In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson (I). It's got 110 shiny new... no, not shiny, dark! It's got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.
$29.00$21.00
Munchkin: Bites! 2 - Pants Macabre
Munchkin is about beating up monsters, taking their stuff, and sequels. Munchkin Bites! is no different. Thus were born... the Pants Macabre. The World of Dorkness has been busy. Can you face the sonic stylings of Ten Inch Tacks, the annoyance of the Gnat Bats, and the chilling waddle of the Were-Penguin? Will you wield the might of Power Piercing with the Huge Dice Pool, or will you be bludgeoned by Bad Fiction? And do you dare play the new Race... the Mummy? In addition to the always awesome art from John Kovalic, we have two guest artists: Pete Abrams of Sluggy Freelance and Maritza Campos of College Roommates from Hell. The jokes can be blamed on Steve Jackson (I). It's got 110 shiny new... no, not shiny, dark! It's got 110 dark and evil new cards, plus two blanks to create your own. And of course, like all other Munchkin releases, this supplement is completely compatible with the original Munchkin and all its supplements and spinoffs. Of course, since Pants Macabre has powers, it will work especially well with Super Munchkin.
$29.00$21.00
Among the Stars: Expanding the Alliance
Among The Stars: Expanding the Alliance, the second expansion for Among the Stars, provides much additional material to enhance the base game (with or without the Ambassadors expansion), including 46 Locations, 2 Conflict sets, 6 Objectives, 3 Alien Races, 8 Ambassadors, the Alliance Inspection mini-expansion, and additional components to support up to six players. All promo cards and alien races available at the time of printing have been included in this single boxed expansion. The only exceptions are the Hythian and Wiss Alien Races, which are available at conventions and sold from the Geek Store. Special LocationsAmbassadorial Shuttle (2 cards)Waste Processing Facility(2 cards)Galactic Expo (2 cards)Xenobiology Lab (2 cards)Zero Gravity Area (2 cards)Defense Grid (2 cards)Casino (2 cards)Section Seal (2 cards)Logistics Facility (2 cards)Galactic Trade Centre (2 cards)Space Combat Simulator (2 cards)Alliance Strategic Command Location Set (2 cards)Mess Hall Location Set (2 cards)Administrative Sector Gateway (2 cards)Diplomatic Sector Gateway (2 cards)Business Sector Gateway (2 cards)Recreational Sector Gateway (2 cards)Military Sector Gateway (2 cards)Hotel (alternative artwork) (2 cards)Holding Cells (alternative artwork (2 cards)Ship Repair Facility (alternative artwork) (2 cards)Alien Museum (alternative artwork) (2 cards)Galactic Court (alternative artwork (2 cards) Conflict SetsInfestation (12 cards) + TokensRelocation (12 cards) ObjectivesEnergy Efficient (1 card)Fully Operational (1 card)Something for Everyone (1 card)Multipurpose (1 card)No Delays (1 card)Reach for the Stars (1 card) RacesDebos Alien RaceNyxtos Alien Race + TokensLudons Alien Race + Tokens AmbassadorsLudons (4 cards)Revuarz (4 cards) Mini ExpansionsAlliance Inspection (6 cards) ReactorsVak Main Reactors (2 cards)Vak Main Reactor for the 5th and 6th player (1 card)Main Reactors for the 5th and 6th player (2 cards)Power Reactors (3 cards) OtherShip Tokens for the 5th and 6th player (2 tokens)Bureau cards for the 5th and 6th player (10 cards)10-credit token (1 token)5-credit token (1 token)8 Energy Cubes
$51.00$39.00
Bear Valley
In Bear Valley, you must be the first to survive the treacherous wilderness and escape to the safety of the camp at the end of the valley. Players start as 2-6 campers along the Bear River and must navigate the wilderness, avoiding bears and trying to not get lost. The map of trails and challenges is built by the players as they explore the wilderness. These wilderness cards feature beautifully illustrated realistic art and have between three and six exit points along with a variety of features, both man-made and natural in origin. No two games will ever play the same. Gameplay is structured around a clever movement mechanism in which the first player moves one card, the second player moves up to two cards, the third player three, and so on. Each of the six player characters has both advantages and disadvantages that can be used across a variety of play options — short or long play, regular or advanced. Dive into caves, row canoes, cross bridges, climb mountains, and cut through treacherous underbrush as you stop at nothing — except bears — to be the first to reach base camp. Can you survive and escape Bear Valley?
$57.00
Among the Stars Miniatures
Among The Stars: Miniatures Pack is a companion product and component upgrade for games in the Among The Stars universe. It is playable currently with the games New Dawn and Among the Stars: Revival, and it will be playable with future games in the Among The Stars universe. Among The Stars: Miniatures Pack contains 8 plastic Miniatures, each 2 inches tall. The miniatures are bust sculptures of each of the 8 primary Races in the Among The Stars universe: Debos, Minireen, Humareen, Qualeen, Nyxtos, Garn'Athak'Nok, Hythian, Feronsy.
$44.00$34.00
Among the Stars: The Ambassadors
Among the Stars: The Ambassadors is a boxed expansion for Among the Stars featuring more than 150 new cards. Apart from the Ambassador cards, it includes more than twenty different new Locations, new Objectives, a new Alien race, new Conflict sets (to replace the original one, rather than mix with).
$51.00$37.00
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