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196 products
From Dunwich to Innsmouth, from the halls of Miskatonic University to the Charles Dexter Ward at Arkham Asylum, trouble is in the air. The stars are almost right, and terrors from beyond space and time are beginning to break through. When Cthulhu rises, we're all doomed – but whose downfall will be the most entertaining?
Cthulhu Gloom takes the game play of Atlas' Gloom and puts a Lovecraftian spin on it. Each player controls a group of protagonists, and your goal is to make them as miserable and insane as possible – preferably with them dying quickly while your opponents' heroes remain sane and (at a minimum) alive. In the publisher's description: "While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins."
As in Gloom, the cards in Cthulhu Gloom are transparent, allowing you to stack multiple modifier cards on a character card to alter its stats or undo what an opponent has done to you. While Cthulhu Gloom can be played on its own or combined with Gloom and its many expansions, it does introduce two new types of cards:
• Story cards can be in play from the start of the game, and the first player to meet a Story card's conditions – e.g., drawing the attention of The King in Yellow or heeding The Call of Cthulhu – claims the card and gains its benefits (or drawbacks).
• Transformation cards mutate a character for the remainder of the game, no matter which modifiers might come its way later. What's more, the character's image is replaced with "something hideous and slimy". You'd expect no less really...
Using four cones, three scoops, two hands and one challenge card in Go Go Gelato!, you want to scoop your way to victory as quickly as you can.
To start the game, each player takes four cones (one of each color) and three scoops of gelato (in three of the four colors), then places those scoops in the matching cones. Someone reveals a challenge card, then everyone races to maneuver the right scoops into the right cones — all without dropping the scoops or touching them by hand. No one will want to eat that! Fulfill the order first, and you claim the challenge card. Whoever collects five challenge cards first wins!
Gobblet Junior plays similar to Gobblet, but features a smaller 3x3 board (instead of a 4x4 board) with fewer pieces.
Your goal in Gobblet Junior is to place three of your pieces in a horizontal, vertical or diagonal row. Your pieces can nest into each other and they start the game off the board. On a turn, you either play one piece from off-the-board or move one piece on the board to any other spot on the board where it fits. A larger piece can cover any smaller piece.
Your memory is tested as you try to remember which color one of your larger pieces is covering before you move it. As soon as a player has three like-colored pieces in a row, he wins — except in one case: If you lift your piece and reveal an opponent's piece that finishes a three-in-a-row, you don't immediately lose; you can't return the piece to its starting location, but if you can place it over one of the opponent's two other pieces in that row, the game continues.
Hanabi—named for the Japanese word for "fireworks"—is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. (In Japanese, hanabi is written as 花火; these are the ideograms flower and fire, respectively.)
The card deck consists of five different colors of cards, numbered 1–5 in each color. For each color, the players try to place a row in the correct order from 1–5. Sounds easy, right? Well, not quite, as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards.
An extra suit of cards, rainbow colored, is also provided for advanced or variant play.
This pack expands Happy Little Dinosaurs to six players by adding two dinosaur player boards and the corresponding meeples, as well as fifty cards.
Happy Salmon is a simple, ultra-fast, very silly card game.
There are no turns. Players call out the action shown on their cards as fast as they can. When two players have a match, they celebrate by performing the action. Actions include the classic "High 5", the unifying "Pound It", the frantic "Switcheroo", and the delightful and bizarre "Happy Salmon".
Each time a player celebrates a match, they quickly discard a card. The first person to get rid of all their cards wins.
They were tough times, the days when swords and magic still ruled the world. A long, destructive war had ended, and the entire continent had been unified. Before the empire's subjects had even come to know peace, however, their great emperor fell victim to disease, having never declared a successor...
We must not return to that war-torn world! Thankfully you are an influential figure in the empire. Quickly lay claim to the throne and ensure the rock-solid unity and peace of the continent. Though the emperor had no son, there are seven candidates for succession, starting with the two lineal princesses. Now, let's get your favorite princess on the emperor's throne! Garner support from all over the country, clash with rival candidates and depend on your special skill!
Heart of Crown is a deck-building card game. Each player starts with the same deck, strengthens that deck with strategic cards, and finally one player will declare victory by throning the princess he controls. Each player's deck starts with seven "Rural" territory cards and three "Apprentice Handmaid" succession cards (an unreliable subject). Using the currency (coins) generated by your "Rural" territory cards, you incorporate cards from the market into your deck according to your own strategy.
Each player's main goal is to give the princess he's fielded the throne. First, collect stronger territory cards such as "City" and "Metropolis" to increase your coins, and declare fielding a princess using these coins. There are five princesses and one set of twin princesses, totaling six princess cards. Each princess has special support abilities, but with only one of each, you need to be quick to field the right princess and get the support you need!
For your princess to take the throne, you must collect Succession Points, which represent the support of your loyal subjects and influential figures in the empire. Once you control 20 Succession Points, you may declare a coronation. Your opponents get one more turn to interrupt your coronation, but if your points remain at or above 20 by your next turn, the coronation succeeds and your princess takes the throne!
Heart of Crown: Northern Enchantress is the second expansion for Heart of Crown. It requires either the base game or the Fairy Garden expansion to play and may be integrated with other Heart of Crown expansions.
The set contains 72 cards in the Japanese release:
- 1 new Princess Card: Anastasia, Witch of the Northern Limits
- 13 new types of Common Card (5 of each type)
- 1 Revised Princess Card from the Far East Territory expansion (Ouka, Far East Mathematician Princess)
- 1 Revised Common Card from the Far East Territory expansion, Samurai (5 copies)
The English release contains:
- 1 new Princess Card: Princess of the North Anastasia
- 13 new types of Common Card (5 of each type)
- 13 randomizer cards
- 13 dividers
The fifth expansion for Heart of Crown. It requires either the base set or the Fairy Garden expansion to play and may be integrated with the other Heart of Crown expansions.
The set contains 72 cards in the Japanese release:
- 1 new Princess
- 2 new Support cards
- 10 new types of Common Card (5 of each type plus randomizer)
- Completely revised versions of 8 support cards from the Six City Alliance expansion
- 1 placeholder card for the pile of Exiled cards
The English release contains:
- 1 new Princess
- 10 Support cards
- 10 new types of Common Card (5 of each type)
- 10 randomizer cards
- 11 dividers
Helionox is a movement based deck building board game where great leaders vie for control in a shattered solar system. One to four players can attempt mastery over competitive, cooperative, and solo modes. Designed to play fast with a quick setup and an imminent ending, Helionox has tension to spare from the first turn to the last.
The Deluxe Edition of Helionox brings together the original core set of Helionox: The Last Sunset and incorporates it with a brand new expansion called Mercury Protocol.
Can you gather and secure more treasure than your fellow-adventurers from the Hoard of the sleeping dragon? Can you defend yourself from their attacks and perhaps perpetrate a few of your own? And can you end the hunt at the most opportune time, perhaps by actually wakening the fearsome beast?
Hoard is a dynamic game of hand management, set collection, and press-your-luck. Each turn players take one of four possible actions: 1) roll a custom die and move to take a new card, 2) secure a set of treasures or add to an existing set to score points, 3) affect the dragon, who wakes in stages from his tail to his head, by playing cards that soothe or rouse him, or 4) use a sword on an opponent or capture a used sword with a shield. The board is composed of 12 facedown cards surrounding the dragon. It changes as players remove and replace the cards. Dice rolls between 1-5 enable clockwise or counterclockwise movement and the special symbol allows access to all but one of the cards, so it is a game that rewards memory.
Hoard is meant to be played in rounds, with scoring tokens obviating the need for pencil and paper scorekeeping.
Imaginarium is a strategy, combination and development game.
Through the mist, you can just about see the gigantic form of the factory. This is where the essence of dreams is shaped! We will enter the factory through the grand entrance. Here are the famous machines! You can repair, combine or dismantle them. They will produce the resources needed to repair more powerful machines. I am sure that you will quickly make the best use of your resources and the space available in your workshop to carry out the projects of the design office and gain Victory points!
Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, released in 2010, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new.
In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game.
Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age -- players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five.
Third, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
A team of infiltrators from the triad penetrated the police force. However, the police also has sent a team of undercover agents to infiltrate the triad. Ten years later, they are still undercover, but their minds have been twisted by the temptation of power, authority and money — and nobody is certain about their original roles anymore. Both groups learn that they have been infiltrated and want to ferret out the moles. Each mole has a secret code to lock their identity file, and once the code is cracked their identity is fully revealed. The battle of wits starts now. Either exposing the enemy or taking the chance to change the identity for good can save their lives as long as nobody knows who is who!
Internal Affairs is an intense elimination game between infiltrators from both the Triad and the Police Force Infiltrator. Each player has a set of secret ID cards which determine that player's allegiance. Each player also has a secret code, which when cracked reveals the player's real ID. At the beginning of the game, each player has five code cards and chooses three of them to be the secret code that locks the identity file. During their turn, players try to crack other players' codes to find out who is who and get their team to victory. Due to action cards, though, ID cards may be passed from player to player and this may change each player's allegiance. Players must be quick to win, as otherwise they may end up in the losing team when they least expect it.
Internal Affairs is designed for 5-8 players, but alternative rules have been included to allow for play with 2-4.
One cannot win the struggle for dominance over the island without powerful allies. As every wise king knows, power is not measured in strength and gold alone. Having the support of the spiritual leaders of the country can be the decisive factor. Win the druids over to your cause, and harness the power of their mystical sacred sites for your benefit!
Isle of Skye: Druids, the second expansion for Isle of Skye, can be played with the base game on its own or with the base game and the Journeyman expansion. This expansion splits the buying phase (phase 4) into two buying sessions. With your first purchase, you can buy a tile from your fellow players in the usual manner. For your second purchase, you can buy a tile from the dolmen board. These "druid" tiles are normal landscape tiles, except that they will often bear a stone tablet or a scroll. Stone tablets grant special powers that you can use until the end of the game, while scrolls are subject to the usual rules of the base game.
New scoring tiles offer further variability.
Becoming a king is hard, but being a king is even harder. You need warriors to protect your kingdom, merchants to keep your treasury liquid and heralds which proclaim your popularity across the kingdom. Luckily, your best mate has agreed to take over the hard graft so that you concentrate becoming a glory chieftain.
Isle of Skye: Journeyman, the first big expansion to Isle of Skye, contains new personal player boards indicating your progress in terms of strength, prosperity and popularity. As each progress step has requirements to be met, the personal player boards affect tile selling and placement. However, in order to claim the next level of development and gain potential rewards, it’s not sufficient to place the corresponding tiles only. A new pawn (the journeyman) needs to travel the kingdom and "activate" the tiles. In addition, four new scoring tiles are contained respecting the new challenges of Isle of Skye: Journeyman.
Last Friday is a hidden movement, hunting and deduction board game, inspired by the popular "slasher" horror movie genre. In the role of young campers, the players are challenged to survive a long weekend of terror – while one of them takes the role of the undying psychopath hiding in the shadows of the forest. In general, the murderer's goal is to remain hidden and to kill off each of the campers, while the campers are trying to fight back and kill the murderer before they are all killed.
The game is played over four chapters — Arrival at the Camp, The Chase, The Massacre, and The Final Chapter — and each chapter plays out differently as the hunter becomes the prey, then comes back from the dead looking for revenge.
Last Night on Earth: The Zombie Game is a survival horror board game that pits small-town heroes head-to-head against a horde of zombies. A team of four heroes is chosen by one set of players, and the zombies are controlled by one or two players. Each hero has its own special abilities. The board is modular, which changes the layout of the town and start positions of each hero. The game comes with several scenarios, which include simple survival, rescue, or escape. Differing combinations of heroes, scenarios, and board configurations offer a lot of replayability.
A hero deck and a zombie deck deliver tactical bonuses to each side. Combat is resolved using six-sided dice, modified by the weapon cards with which heroes may be equipped. Many of the cards include zombie movie tropes to achieve a feel of playing out a horror movie. All the game art is photographic, enhancing the cinematic feel. The game also comes with a CD soundtrack of original thematic music.
Each hero has its own plastic sculpted miniature. The game also has 14 zombies in two colors. Other objects and effects are represented by high-quality cardboard counters.
London Markets puts players in the roles of merchants and assistants trying to earn the most profit for their goods. The player who can navigate the markets with ease, being in the right place at the right time to earn the most profit, will become the most respected merchant of the London markets.
Loonacy is a rapid fire card game in which players race to be the first to empty their hand by matching one of two images on each card in their hand with the images on the face-up piles in front of them. The number of piles varies depending on the number of players, and if players ever reach a moment in which no one can play, everyone draws a card and adds it to their hand at the same time, then the game play resumes.
The fast-rolling, hard-hitting, body-slamming, neck-crunching, chair-smashing, table-slapping dice game for 2 or 4 players...
Luchador! Mexican Wrestling Dice is a two-player dice game (with optional rules for four-player tag-team play) based on the popular world of professional Mexican wrestling, or "Lucha Libre" (a.k.a. free fighting). Players start with 21 points of health (or 18 in a tag-team match) and roll custom dice to try to either reduce the opponent's strength points to zero to win by a knock-out (KO) or hold the opponent down on the mat for a "count of three" to win by a pin.
The player sitting near the 'red' corner of the wrestling ring uses 4 'red' wrestling dice, the player near the 'blue' corner, the 4 blue wrestling dice.
Each player also has a HIT die and a PIN die.
Players begin by each rolling their own set of 'wrestling dice' at the same time, trying to ensure that they land in, or touching the wrestling ring.
The results of HITs, BLOCKs, COUNTERs, and MISS rolled are played off against each other then the HIT dice can be rolled to see what damage they did. i.e Drop Kick, Forearm smash, Table slam etc. Damage is recorded on the Strength Score Card of the player being hit.
If a player rolls two HITs in one round, instead of rolling the HIT dice twice, they can take a chance on the Luchador! die once which may result in their wrestler's trademark moves and inflict much more damage on their opponent.
Any PINs rolled in a round may be re-rolled, once only. However once an opponent is reduced on their strength to where they are pinable, the PIN die is held until after the HITs have been inflicted then the PIN die is rolled. If PIN comes up, the 'three count' begins. The player being pinned has three attempts to save, using their wrestling dice or lose the match.
In a tag-team match players have the choice of trying to tag-out to regain slight strength, but it can also cost them..., if they fail to tag and get dragged back into the ring by their eager opponent.
M.U.L.E. was first published as a computer game in 1983. Inspired by board games, it became a breakthrough, then a classic. Now this warm-hearted game of cut-throat capitalism is finally available as a board game!
In M.U.L.E. The Board Game, you are one of the pioneering and industrious species of a Galactic Federation. Together with your fellow colonists, you attempt to settle the distant Planet Irata with the so-called help of a mule-like machine you all learn to hate. But for now, he's all you've got. Well, him and your fellow colonists. I wouldn't count on their help, though — not unless there's profit. Good luck. You'll need it.
In M.U.L.E. (abbreviated from “Multiple Use Labor Element”), players claim plots of land and install mechanical robots (M.U.L.E.s) to work on them. M.U.L.E.s produce goods that colonists can use, sell for profit, or stockpile for (hopefully) even more profit:
- Smithore is a metal that cannot be used by players directly, but can be sold to The Store. The Store uses Smithore to manufacture M.U.L.E.s. Since players need M.U.L.E.s to produce their Goods, they must sell Smithore to increase their production.
- Crystite is a luxury mineral with a highly volatile price. It is not needed for anything on Planet Irata, but can be exported to other worlds for great profits (unless stolen by Pirates – you have been warned!)
- Food is needed by players to take Development Actions, such as Assaying Lands or Installing/Refitting M.U.L.E.s.
- Energy is needed to power M.U.L.E.s. You'll know the value of Energy when you lack it.
There will be unexpected surpluses and shortages of different goods, causing market prices to fluctuate. Players must plan ahead while maintaining flexibility to change their plans as all kinds of ”fun” planetary disasters hit them. Interaction between colonists is highly opportunistic: they will gladly help you if there's profit in it for them. Or maybe not. You'll get to see the true colors of your friends by playing M.U.L.E. with them. The most cunning settler and trader receives fame, fortune, and the honorary title of First Founder! There is also an overall Colony Retirement score, describing how your colony succeeded (or failed) as a whole.
Mage Wars Academy features gameplay similar to Mage Wars Arena (née Mage Wars) with two mages in head-to-head combat to see who will be victorious.
Mage Wars Academy is a two-player starter set that features two mages, two spellbooks, and a new "boardless" gameplay design that's more portable and fast-playing than Mage Wars Arena. All of the spell cards included in Academy are compatible with those in Arena.
Multiple core sets (or future expansions) can be added together to create a 3 or 4 player game.
Management Material is a card game with a corporate theme where the players try to win by avoiding being promoted to management. This is done by playing Excuse cards to avoid the Project cards and passing the Project to the next player. Other players may also play Recognition cards on you, which make it more difficult to get out of the project with an Excuse. Ultimately, some player will end up completing the Project, and that player adds the card to their completed projects, pushing them closer to the 30 points necessary to be identified as Management Material and losing the game. The last player that avoids being promoted to management wins the game. Event cards provide an additional randomizing element.
This is a stand-alone expansion for Management Material (General Office Edition). This expansion adds more cards with the information technology theme. This set can be played by itself, or mixed in with other editions.
Management Material is a card game with a corporate theme where the players try to win by avoiding being promoted to management. This is done by playing Excuse cards to avoid the Project cards and passing the Project to the next player. Other players may also play Recognition cards on you, which make it more difficult to get out of the project with an Excuse. Ultimately, some player will end up completing the Project, and that player adds the card to their completed projects, pushing them closer to the 30 points necessary to be identified as Management Material and losing the game. The last player that avoids being promoted to management wins the game. Event cards provide an additional randomizing element.
It's a Martian Invasion-themed version of Fluxx! Just as Zombie Fluxx draws on all those classic Zombie movies for inspiration, Martian Fluxx is about all those great alien invasion stories going back to the original, the War of the Worlds.
Some of the Keepers you'll find in the Martian Fluxx: Mars, the Mothership, the Flying Saucer, the Tripod, the City, the Cow, the Ray Gun, the Space Suit, and the Tentacle.
The Tentacle? I hear you asking. How is that a good thing? All those other things sound like great Keepers but what's good about a tentacle? Well, they're great if you're a Martian... which is what we are in this game!
In Martian Fluxx, the players are invaders from Mars, and the Creepers are those pesky Pathetic Humans who are always getting in our way, keeping us from winning. Cows of course are Keepers because for Humans and Martians alike, they're good eating. There are actually two Cow Keepers in the game; if you have them both you can win with the Goal "Two All-Beef Earthlings."
The idea of making us the Martians came about as I realized the Martians are the ones who get all the cool stuff! Other cool Keepers you'll find include the Abduction Chamber (which you can hide your Pathetic Humans in), the Space Modulator and the Mind-Control Transmitter. And yes, you can use that Ray Gun to vaporize Pathetic Humans. (The Germs Creeper however is harder to get rid of...)
Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it's not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., "Plus Victory" lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!
Set in the Merchants & Marauders universe, Broadsides is a standalone game in which the two opposing players command pirate ships engaged in a fierce battle over a profitable sea lane. Sinking the enemy or taking out their Captain and First Mate are the only ways to seize victory and survive the day!
The card-driven game system allows players a wide variety of actions, triggered by playing cards in a variety of combinations.
Aim: zero in your cannons using an innovative targeting system
Hold: Draw more cards to increase your versatility
Reload: Load a variety of ammunition types (chain shot for rigging, canister for crew, solid shot for hull) into a variety of cannons (reliable 18-Pounders, thunderous Carronades, deadly Long Nines)
Broadside: Blast all your cannons at once in a fierce but costly salvo
Sheer Off: Correct your course just enough to disrupt your foe's plans
Repair: Send sailors where they are needed to man the guns, patch the hull, or replace ruined sails
Additionally, your Captain's unique Reputation and a handful of drafted Dirty Tricks means that every matchup will be different from the last. Multiple tactical approaches to either of the win conditions means that you can tailor your gameplay to your strengths and your foe's weaknesses. Outthink, outplay, outgun, and sail away the winner!