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  • 878 Vikings - Invasions of...

    €67.95

    878 Vikings is an area control game for 2 - 4 players. Gain fame, riches and a new home as the Vikings voyaging to England, or defend your Kingdom and Christendom from the pagan hordes!. Viking players control the Norsemen Viking freemen and the fearless Viking shock troops known as Berserkers.

    Players for each side work together in order to coordinate their strategies. The English start the game controlling all of England, but then the Viking players invade from the sea to strike deep into English territory! Players decide when to end the game by calling for the Treaty of Wedmore. The team controlling the most cities by the end of that round wins the game.

  • 878: Vikings – Invasions of...

    €35.95

    This is a boxed collection of nine expansions for 878: Vikings – Invasions of England:

    War for Land and Gods
    Kings
    Epic Battle Events
    Viking Ships
    Relics and Holy Sites
    Legendary Leader
    Kingdoms
    Runes and Prayer Dice
    Legends

  • A Feast for Odin

    €92.95

    Using the central board in A Feast for Odin, players have to hunt, gather basic materials, refine those materials, develop their production-buildings, build/buy ships, and raid settlements.

    The resulting earnings are placed on the players' board in the best possible pattern to produce income and (later) victory points.

  • A Feast for Odin: The...

    €41.95

    The first large expansion for A Feast for Odin, The Norwegians includes four new islands (Isle of Man, Isle of Skye, Islay, Outer Hebrides) with Irish coastal viking-settlements on the backside (Waterford, Wexford, Cork, Limerick), where people from Norway came to stay through the winter (longphort), to trade at, and to settle nearby. This offers new strategies and new puzzle-tiles like horse (6VP, 2x5 spaces)/pregnant horse/leather(green)/vadmal(blue) and pigs (1 VP, breed every round; 2x3 - 1 = 5 spaces)/herbal (orange)/ antler (green)/tools (blue). The game has a third box for the tiles and offers the four old islands too (renewed little different VPs and new graphic-aspects of mini-expansion islands Lofoten/Orkneys/Tierra del Fuego).

    The expansion includes another mountain-strip (last round), more two-silver coins, meat/beans and runes/oil and a "little emigration" piece that covers one food instead of two. You get it on a new action-space for giving away a whaling boat. The renewed action board has three pieces that can be turned around for different numbers of players (version for 1-2, 3, and 4 players), which increases the chances of players getting in each others way. It contains new opportunities like butchering, elk-hunting, fishing, and thievery, along with changes for some old actions. It's now easier, for example, to play an animal strategy, also because you can now get two of the same animals in one action. There is also a new fifth column to make a (better) action with your last viking! You can smith, for example, now a grey piece with maximum of eight swords by using an ore and only one action. Also for this, there are five new grey puzzle-pieces like pan, hauberk or anvil and a little board for smithable pieces with fewer than nine swords.

    Totally new is also the idea of a random start-building. Everybody gets one of the six artisan shed boards and can build the front or backside with one wood and one action. These buildings offer, covered like stonehouse and longhouse, some stuff (pieces, weapons, commodities), VPs and one silver (horse stable 2 silver). So everybody has another different start-opportunity - like the profession card. In this expansion, you choose the best of two cards to start with. Another new option is, that instead of puting a profession card into the game, you can throw it away for a VP-chip. A nice little competitive element, because there are only two 4-VP-chips, six 3-VP-chips and eight (endless) 2-VP-chips.

    The expansion includes no almanac about game-elements and their viking-history. But again it was written by Gernot Köpke as a "historical-science"-journalist and learnd lokal newspaper editor and main elements will be published on BGG at https://www.boardgamegeek.com/thread/2023534/almanac-almanach
    The expansion includes also an extra board for ships and small emigration tiles.

  • A Thief's Fortune

    €31.95

    Nabbarah: A city full of wonders and stories to be told — a glimmering jewel in the middle of the desert.

    You are a thief, always on the lookout for the next target to hit. You decide to sneak into the Royal Palace, break in its treasure room, and look for the mythical treasures rumored to be hidden there. Among piles of gold, emeralds, and precious jewelry, you stumble upon a chest containing a mysterious hourglass. As soon as you touch it, you are filled with mystical energy and realize its true power: You are now able to see glimpses of your own future. By taking different courses of action, different paths unfold before you, allowing you to shape your future as you see fit. Unfortunately, everyone in the palace is now after you...

    A Thief's Fortune is a card game for 1-4 players in which each player represents a different possible future of the same character. By visiting different locations, interacting with local characters and making sure that certain events you have seen actually happen, you try to find the path that will lead you as far away as possible from danger.

    In more detail, players each have three areas in front of them: past, present, and future. Over five rounds, players draft location, event, and character cards, adding them to their personal "future" area with resources on those cards. Players extract resources from those cards, and when they're empty, the cards move into the player's present, after which the player can activate the power on those cards to score the fortune points they need to win the game.

  • Aeon's End 2nd Edition

    €45.95

    The survivors of a long-ago invasion have taken refuge in the forgotten underground city of Gravehold. There, the desperate remnants of society have learned that the energy of the very breaches the beings use to attack them can be repurposed through various gems, transforming the malign energies within into beneficial spells and weapons to aid their last line of defense: the breach mages.

    Aeon's End is a cooperative game that explores the deckbuilding genre with a number of innovative mechanisms, including a variable turn order system that simulates the chaos of an attack, and deck management rules that require careful planning with every discarded card. Players will struggle to defend Gravehold from The Nameless and their hordes using unique abilities, powerful spells, and, most importantly of all, their collective wits.

  • Aeon's End: Legacy

    €69.95

    “You are not breach mages yet,” Brama lectures as she paces down the line of students, her frail form belying her immense power. “Breach mages have protected us since the beginning — since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.”

    As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks.

    “Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.”

  • Aeon's End: The New Age

    €58.95

    Aeon's End: The New Age Promo cards included

    Aeon’s End: The New Age introduces the Expedition system into the Aeon's End universe which allows players to replay all of the content they own in a short campaign format. After each game, players will receive new treasures and player cards that allow them to become more powerful. However, the nemeses that players will face grow stronger and stronger with each battle.

    Aeon's End: The New Age is a standalone expansion that is compatible with all of the other standalone games. All content can be mixed and matched for exciting new combinations!

  • Affliction: Salem 1692

    €26.95

    The hysteria over witches among the people of Salem swept the region like a disease in 1692. As is the case in any tragic event, there are those whom will use the circumstances to their advantage. Under the veil of the witch-hunt lie other motivations; power, greed, revenge and righteousness.

    AFFLICTION: Salem 1692 is a game set in the hysteria of a witch-hunt. Use your influence to whisper in the ear of the magistrate, judge, governor or minister to protect some and have others arrested. Salem was a chance to gain property, exact revenge and prove one’s righteousness.

    The characters in the game were actual residents of the Salem region. This is the closest possible simulation of actual events in a game to date.

    GAMEPLAY: Players will take turns placing a "messenger" (worker) to select actions. After all workers are placed, actions will be resolved in the order they appear on the main board.

    EXONERATE - Take 2 Accusation Tokens off of any Colonist.
    FIRST PLAYER TOKEN/PROTECTION - Use a letter from the Governor to prevent one Colonist from being arrested and take the First turn, next turn.
    GAIN INFLUENCE/USE COLONIST ABILITY - Generate Influence and use the abilities of Colonists that you have in your Circle.
    ARREST - Spend Influence equal to a Colonist's adjusted Reputation to Arrest.
    SPECTRAL EVIDENCE - Use this token to prevent a Colonist from Generating Influence and using their Colonist ability.
    ACCUSE - Place accusation tokens to reduce Colonist's Reputations to make them easier to arrest.
    GAIN/REMOVE FEAR - Gain Fear Tokens or remove a fear token from another player (used to weaken Colonists)
    BRING COLONIST INTO CIRCLE - Spend Influence equal to a Colonists Base Reputation and bring them into your Circle.

    Play will cycle between accusing, arresting and protecting your interests. Fear provides an alternative way to function when necessary.

    END GAME: Increase Mather and Mary Spencer Hill are shuffled in with the bottom 6 cards of the Colonist deck. When either of them appears in the play area, the game immediately ends.

    VICTORY CONDITIONS: All players will receive victory points for the Reputation value of each Colonist that have arrested or brought into their circle, victory points for the property of those they have had arrested and for the number of influence tokens they have at the end of the game. Each player will also receive points for having specific families arrested or protected, depending on the player tile they are given.

  • After the Virus

    €19.95

    The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and defenseless. You must rescue as many as you can while gearing up to hold off the ever-increasing number of zombies.
    After the Virus is a cooperative deckbuildning game where ever increasing numbers of zombies are added to your deck while you work to complete mission goals.

    Gear up! Save survivors! Mow down hordes of zombies!

  • Agra

    €62.95

    Agra, India: The year is 1572; this year marks the 30th birthday of Abu'l-Fath Jalal-ud-din Muhammad, popularly known as Akbar the Great. Akbar is the third ruler of India's Mughal dynasty, having succeeded his father, Humayun. With the guidance of his regent, Bairam Khan, Akbar has expanded and consolidated India's Mughal domains. Using his strong personality and skill as a general, Akbar has enlarged his Empire to include nearly all of the Indian subcontinent north of the Godavari River; his presence is felt across the entire country due to the Mughals' military, political, cultural, and economic dominance.

    To unify the vast Mughal state, Akbar has established a centralized system of administration; conquered rulers are conciliated through marriage and diplomacy. Akbar has preserved peace and Order throughout his empire by passing laws that have won him the support of his non-Muslim subjects. Eschewing tribal bonds and Islamic state-identity, Akbar has striven to unite his lands. The Mughals' Persian-ized culture has afforded Akbar near-divine status.

    Notables and emissaries from all over the country are on their way for Akbar's birthday celebration. As an ambitious landowner, you cannot let this pass; the festivities are a golden opportunity for you to rise in stature and wealth.

  • Alien Artifacts

    €42.95

    Alien Artifacts is a 4x-style card game in which you play as an interplanetary corporation, sending your research vessels into uncharted space to expand your knowledge and power. Build your ship, research tech, and explore the galaxy for anything — or anyone — you can exploit.

    Each turn you will have 3 Resource cards in your hand and you will decide how best to spend them. Each resource card has two different resource types for you to use. You can only use one side and only two cards per turn! Using these resources, you will build Ships, develop Technology, discover Planets, or Trade for currency!

    Alien Artifacts provides a true 4x experience in under an hour. 

  • Architects of the West Kingdom

    €42.95

    Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain their noble status by constructing various landmarks throughout his newly appointed domain. Players need to collect raw materials, hire apprentices, and keep a watchful eye on their workforce. These are treacherous times, and rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers?

    The aim of Architects of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing various buildings and advancing work on the Archbishop's cathedral. Throughout the game, players need to make a lot of moral decisions. However, only at game's end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.

  • Archmage

    €51.95

    A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.

    At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.

    The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.

    The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...

    Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.

    When the time of reckoning comes, a new Archmage will rule.


  • Arkham Horror Third Edition

    €59.95

    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 roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

    The game is split into a series of rounds made up of four phases.

        The Action Phase
        The Monster Phase
        The Encounter Phase
        The Mythos Phase

    The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

        Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
        Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
        Focus – Focus one of your skills, increasing its value.
        Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
        Attack – Attack a monster engaged with you.
        Evade – Try to escape from a monster engaged with you.
        Research – Search for clues at your location.
        Trade – Trade money, clues, items, and more with other investigators at your location.

  • Arkham Horror: Dead of Night

    €31.95

    Kate Winthrop pulled the collar of her long coat tight against her neck to ward o the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos.

    She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe.

    Something was coming.

    Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition!

    In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. is expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items and allies.

  • Arkham Horror: The Card Game

    €39.95

    Arkham Horror: The Card Game is a cooperative Living Card Game® set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.

    Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences. 

  • Arkham Horror: The Card...

    €19.95

    Witness the day of reckoning with the Guardians of the Abyss Scenario Pack for Arkham Horror: The Card Game! Called to Cairo to unravel a medical mystery, this pack throws you into the action of the linked scenarios, The Eternal Slumber and The Night's Usurper, first featured at Gen Con 2018 and Arkham Nights 2018, respectively. With 78 beautifully illustrated cards to immerse you in the peril of an investigation that takes you to the deserts of Egypt and beyond, this pack challenges you to determine fact from fiction, wakefulness from dream, and sanity from madness. Step into a realm beyond your imagination and stop an ancient prophecy from coming to pass!

  • Arkham Horror: The Card...

    €15.95

    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?

  • Arkham Horror: The Card...

    €16.95

    I screamed aloud that I was not afraid; that I never could be afraid; and others screamed with me for solace. We swore to one another that the city was exactly the same, and still alive; and when the electric lights began to fade we cursed the company over and over again, and laughed at the queer faces we made.
    –H.P. Lovecraft, "Nyarlathotep"

    In The Forgotten Age, you embarked on a scientific expedition to discover ancient Aztec ruins in the rainforests of southern Mexico and returned home with a priceless artifact that you had to protect in the best way you knew how. Then, in Threads of Fate, your world fell into chaos as you were confronted with a series of objectives as the sands of the hourglass were quickly falling away. Now you seek to undo your mistakes, but the choices and sacrifices that you have made to reach this point will inevitably shape your mission moving forward — that is, unless time is not as stable as you believe.

    The fabric of time unravels in The Boundary Beyond, the second Mythos Pack in "The Forgotten Age Cycle" for Arkham Horror: The Card Game! Your investigation into a strange relic has led you to Mexico City, but when the architecture starts to shift into something out of a history book, your focus turns from investigation to survival. Step beyond the boundary and restore the timeline before it's too late!

  • Arkham Horror: The Card...

    €16.95

    Where do you go for answers when your world is tilting into madness? The answer: Paris. A Phantom of Truth is the third Mythos Pack in "The Path to Carcosa" cycle for Arkham Horror: The Card Game. As you investigate the mysteries behind The King in Yellow, the Mythos Pack's new scenario introduces a new set of clues, along with supernatural terrors that play upon your growing Doubt or Conviction. Amid these horrors, you'll find twenty-two new player cards (two copies each of eleven different cards) to help you stay grounded and pursue the truth

  • Arkham Horror: The Card...

    €16.95

    Before the Black Throne is the sixth and final Mythos Pack in "The Circle Undone" cycle for Arkham Horror: The Card Game.

    After your battle to close the rips in reality in In the Clutches of Chaos, you have left your city and your world behind, traveling an impossible distance, and yet you are still many leagues from the nighted throne where your ultimate foe stirs. As you are chased by your fate across the cosmos, you may be forced to bring "empty space" into play, losing the top card of your deck as you place it facedown to embody the seemingly infinite space that divides you from the rest of humanity. This is not a location; it cannot be entered or investigated, and the only way to reclaim your lost card is to fill the empty space with a Cosmos location. These impossible places, drawn from the new Cosmos deck, do not have set places they must connect to. Rather, each Cosmos card has a connecting instruction you must obey in order to place it. Torn from all you know, it may be easy to surrender to the existential dread, but even if all you can do is delay the inevitable, the battle is not over yet!

  • Arkham Horror: The Card...

    €16.95

    Union and Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

    After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge’s events. Between two of the bridges that span the river, there stands the Unvisited Isle. The foggy shores are barren and unwelcoming, and as you row closer, you try to remain silent, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.

    As you explore the island, you will find braziers scattered at various locations, that you can either light or douse with the new Circle action ability. Lighting these braziers may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it?

  • Arkham Horror: The Card...

    €16.95

    Blood on the Altar is the third Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.

    In the scenario from Blood on the Altar, your investigations lead you to the village 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…

    With its sixty cards (including a complete playset of each new player card), Blood on the Altar challenges you to delve the secrets of Dunwich. You'll need to travel throughout the town in search of clues, stopping to investigate many of the locations infamously identified in H.P. Lovecraft's classic tale, The Dunwich Horror.

  • Arkham Horror: The Card...

    €16.95

    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 world 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.

  • Arkham Horror: The Card...

    €16.95

    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.

  • Arkham Horror: The Card...

    €15.95

    For The Greater Good is the third Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

    Following the events of The Wages of Sin, you are disturbed to learn that there have been even more strange sightings in Arkham and worse, several more people have disappeared. You need help.Your relationship with the Order of the Silver Twilight cannot continue to balance on the edge of a knife. You must decide whether you will place your trust in them or count them among your enemies, and this decision will shape your adventure moving forward, determining your ties to the Lodge and which areas of the manor you will have access to.

    At first glance, several of the player cards featured in For the Greater Good may look familiar. In The Secret Name, the Arkham Horror LCG broke the boundary between player factions by introducing player cards like that belonged to multiple classes. Now, as your investigators continue to gain experience from their research into Arkham’s secret history, you will have the chance to upgrade these cards into more powerful versions that fit into classic, single-class categories. Each version of these upgraded cards feature distinct art pieces and abilities that play into the core focuses of their classes, growing with your investigators as their search for answers continue.

  • Arkham Horror: The Card...

    €16.95

    In the Clutches of Chaos is the fifth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

    After your fateful investigation in Union and Disillusion, the state of the city continues to decay. Breaches in reality begin to rip through the fabric of the Earth, and a faint melody of discordant pipes can be heard throughout the streets of Arkham. Frightened citizens have sealed themselves in their homes, yet you continue to patrol the streets, desperate for some solution to end the chaos.

    In In the Clutches of Chaos, doom does not accrue at the usual rate. Instead, breaches are made at various locations, marked by resource tokens. When enough breaches have been made a single location, an incursion occurs. An incursion adds doom to its location and causes the breaches to spread, opening rifts in reality at connecting locations. Your goal is to prevent incursions by removing the breaches that cause them, but this can only be done by activating the action abilities on each location. If you do not maintain control over the breaches, you may soon find yourself overwhelmed with Arkham falling into madness. You cannot allow that to happen!

  • Arkham Horror: The Card...

    €16.95

    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.

  • Arkham Horror: The Card...

    €32.95

    "I cannot forget Carcosa where black stars hang in the heavens; where the shadow 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

    A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind…

    In The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.

    Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.

  • Arkham Horror: The Card...

    €29.95

    You thought the cases were closed, relegated to a past that was best left forgotten. Beginning with a search for two missing Miskatonic University professors, your inquiries in The Dunwich Legacy launched you on a campaign that led from the decrepit streets of Dunwich to the infamous Clover Club and realms beyond. But questions from these strange investigations still linger, compelling you to board the train to Dunwich once more.

    Return to the Dunwich Legacy invites you to re-open your old cases and experience the first full-length campaign for Arkham Horror: The Card Game with fresh eyes as you encounter new challenges and new surprises. Across this expansion’s 81 new scenario cards and 23 new player cards, you’ll explore new locations, face more ghastly treacheries, and enhance your investigator’s abilities as you face even more unspeakable terrors. Finally, Return to the Dunwich Legacy also features a premium box and thirty-two divider cards to conveniently store your complete campaign in one place.

  • Arkham Horror: The Card...

    €26.95

    Vannoit, ettet koskaan palaa takaisin. Silti kuin käärme, joka syö oman häntänsä, sinun pitää aina palata sinne, missä kaikki alkoi. Arkham Horror: Card Game Core Setin mukana tullut Night of the Zealot-seikkailu oli ensimmäinen haasteesi. Nyt sinut kutsutaan palaamaan kotiin ja aloittamaan uusi, asiantuntemuksesi arvoinen haaste.

    Return to the Night of the Zealot on laajennus Arkham Horror: Card Game -peliin, joka parantaa ja muuttaa tuota kampanjaa 46 uudella Encounter -kortilla ja 20 uudella pelaajakortilla. Lisäksi laajennus sisältää premium-laatikon ja 18 arkistointikorttia pitämään koko Zealot-kampanjan hyvässä järjestyksessä.

  • Arkham Horror: The Card...

    €29.95

    You thought that the final curtain had closed on your dealings with The King in Yellow. When the cursed play first came to Arkham, it was followed by a string of disappearances, delusions, suicides, and madness. Throughout The Path to Carcosa cycle, which marked the second full-length campaign for Arkham Horror: The Card Game, your search for answers took you across the sea to the shining lights of Paris and beyond to Dim Carcosa and before the throne of Hastur himself in eight unique scenarios that tested your conviction, made you doubt your senses, and pushed you to the edge of insanity. But now, madness returns to Arkham for an encore performance…

  • Arkham Horror: The Card...

    €16.95

    Shattered Aeons is the sixth and final Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game.

    In The Forgotten Age, you journeyed to the darkest corners of Central America in search of a lost Aztec city-state. What you found during your expedition may be the greatest scientific discover of the age, but it could also be the Earth's undoing.

    Throughout The Forgotten Age cycle, you have tried to set your mistakes to right, chasing answers about the mysterious artifact your uncovered and those who pursue it. Retracing your path south, you have uncovered secrets that threaten your entire understanding of the world, of time, and of humanity's place in the universe. Now, the last and greatest of your questions will be answered in Shattered Aeons. But be wary as mere mortals may not be meant to gain such knowledge and the truths you seek may destroy what little remains of your sanity.

  • Arkham Horror: The Card...

    €29.95

    Judgement. Temperance. Justice. The Tower.

    The soothsayer’s tarot wove a tale of a grim future, hard to put out of your mind. But when you learn that four people have disappeared without a trace from an estate in French Hill, you begin to wonder if this cruel fate is meant only for you, or for the entirety of Arkham…

    The Circle Undone is the fourth deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators delve into the mysteries of Arkham’s past, uncovering its macabre history and the motives of those who dwell in its shadows. This expansion contains a playable prologue, first two scenarios of The Circle Undone campaign, as well as new investigator and player cards to further customize your investigations in the world of H. P. Lovecraft’s Mythos.

  • Arkham Horror: The Card...

    €16.95

    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 mechanism that makes playing this scenario an out-of-body experience, as well as new player cards to customize your investigators' decks.

  • Arkham Horror: The Card...

    €16.95

    The Depths of Yoth is the fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.

    Following the events of The City of Archives, your team of investigators find yourselves trapped deep in the of the Earth and the only way out is...down. Your mission to protect humanity continues, but the threats to your life increase with each level of the descent. There is no telling what monsters have grown in these dark caverns and now pursue your team, but you cannot look back, or you are surely lost.

    This Mythos Pack features new player cards to customize your investigators' decks and treacherous encounter cards to immerse you in the peril of your investigation.

  • Arkham Horror: The Card...

    €32.95

    There is a hidden realm outside the world of the waking: a realm of wonder, imagination, and nightmares. After occult author Virgil Gray writes about his adventures in these “Dreamlands,” you decide to set forth and learn the truth for yourself. What is real, and what is fiction? And what secrets await in the dark, forbidden places beyond the gates of sleep?

    The Dream-Eaters is the fifth deluxe expansion for Arkham Horror: The Card Game. In this expansion, 1–2 players take on the roles of either a group of investigators venturing into the Dreamlands or their companions who have been left in the waking world. This expansion contains the first two scenarios of The Dream-Eaters cycle; one scenario for each of these two groups. This expansion also contains new investigator and player cards that increase the customization options for the game.

  • Arkham Horror: The Card...

    €31.95

    he Dunwich Legacy is a deluxe expansion for Arkham Horror: The Card Game.

    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. Their heroic efforts brought peace to the region—for a while—but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst…

    With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you'll find all manner of new terrors arrayed against you—from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.

  • Arkham Horror: The Card...

    €16.95

    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!

  • Arkham Horror: The Card...

    €29.95

    “Once more I ventured within those brooding ruins that swelled beneath the sand…”
    – H.P. Lovecraft, “The Nameless City”

    We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.

    The Forgotten Age is the third deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators embark on a scientific expedition to the rainforests of Southern Mexico in two new scenarios, each of which can be played as a standalone adventure or can act as the beginning of a new campaign for your team. This expansion introduces five new investigators to Arkham Horror: The Card Game along with sixty-four player cards and eighty-seven encounter cards, including an all new exploration deck that presents new challenges for you to overcome as you find yourself falling into The Forgotten Age.

  • Arkham Horror: The Card...

    €20.95

    Think of this as a test of the human will...

    The Labyrinths of Lunacy is a unique, 80-card standalone scenario for Arkham Horror: The Card Game. You and your fellow investigators are the prisoners of a mysterious mastermind — locked into a terrifying dungeon and forced to complete a series of twisted riddles to find your way to freedom. This scenario debuted at Gen Con 2017 and can accommodate as many as twelve investigators in its Epic Multiplayer Mode. Additional rules support standard tables and allow you to experience The Labyrinth of Lunacy as a three-part mini campaign.

  • Arkham Horror: The Card...

    €16.95

    The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.

    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. When recent events at the university and the 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 front door 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. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits…

  • Arkham Horror: The Card...

    €16.95

    From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads 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.

  • Arkham Horror: The Card...

    €16.95

    Journey across the dreamlands in The Search for Kadath, the first Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After taking your first steps into the Dreamlands, your mind teems with anxiety over the quest ahead, dangers you left in the waking world, and the fate of dreamers who have come before you. Are they also somewhere in these expansive lands? Perhaps if you find the lost castle and return with proof of the Dreamlands, you can save everyone: yourself, your friends, and the other dreamers as well. So, despite the advice of the Dreamlands’ inhabitants, you and your companions seek unknown Kadath, where the gods dwell.

    The Search for Kadath is Scenario 2–A of The Dream-Quest. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream-Eaters cycle to form a larger four-part or eight-part campaign. As your team of investigators becomes separated between the dream and the waking worlds, you will need to work together across realms to earn victory and return home. To help you achieve this, you will find new player cards that create new synergies between investigators, letting you offer aid during your turns or even the Mythos Phase. Discover the meaning behind your dreams and discover the proof you seek!

  • Arkham Horror: The Card...

    €16.95

    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.

  • Arkham Horror: The Card...

    €16.95

    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.

  • Arkham Horror: The Card...

    €15.95

    You've journeyed deep into the rainforests of southern Mexico and made the discovery of a lifetime. Now, returning home, a peaceful respite is in order — but your relaxation is cut short when an uninvited guest arrives and tells you that the artifact you uncovered is not what is seems and now the entire Earth is in danger. Her wild claims suddenly become more believable as your world erupts into chaos. Three tasks stand before you at once: you must protect the relic from falling into the wrong hands, solve the mystery of a missing friend, and determine whether to trust your mysterious guest. The stakes are high and time is short. Which will you pursue?

    Threads of Fate is the first Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game. This new scenario throws you into the investigation like never before with three separate Act decks that are each in play simultaneously. With few leads and a limited amount of time before the trail runs cold, you must weigh your evidence to decide which leads to follow and which to ignore. Your choices will permanently shape your adventure throughout "The Forgotten Age" cycle, so you must choose wisely.

  • Arkham Horror: The Card...

    €16.95

    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!

  • Arkham Horror: The Card...

    €16.95

    Union and Disillusion is the fourth Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

    After your brush with the Silver Twilight Lodge in For the Greater Good, you journey to the banks of the Miskatonic River in search of the four souls who went missing from one of the Lodge’s events. Between two of the bridges that span the river, there stands the Unvisited Isle. The foggy shores are barren and unwelcoming, and as you row closer, you try to remain silent, as if to keep the river itself from noticing. Not a soul greets you as you draw closer to the island, save for the judging gaze of ghostly birds that observe you from the trees. In the distance, a pillar of spectral energy is rising into the clouds, a vortex of otherworldly mist spiraling about it.

    As you explore the island, you will find braziers scattered at various locations, that you can either light or douse with the new Circle action ability. Lighting these braziers may help push back the heavy mist, allowing you to further explore the island, but it may also be the key step in completing the ritual that has already begun. How far can you push Arkham to the brink of chaos without surrendering the city to the dark forces battling for control of it?

  • Arkham Horror: The Card...

    €16.95

    The Wages of Sin is the second Mythos Pack in The Circle Undone cycle for Arkham Horror: The Card Game.

    "Between the phantasms of nightmare and the realities of the objective world a monstrous and unthinkable relationship was crystallizing, and only stupendous vigilance could avert still more direful developments."
    –H.P. Lovecraft, “The Dreams in the Witch House”

    You are not safe in this city any more.

    Your journey first began with a dark prophecy from a soothsayer, and it has led you to the dangerous shining halls of Josef Meiger's estate and the dilapidated Witch House of French Hill in search of buried histories best left forgotten. Tangled up with all of it is a long-dead sorceress from Arkham's past, so perhaps the best place to start is where so many witches like her met their end hundreds of years ago.

  • Arkham Horror: The Card...

    €16.95

    "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 Darkness

    Who 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.

  • Azul

    €39.95

    Azul was designed by the world famous, award winning game author Michael Kiesling.  Azul captures the beautiful aesthetics of Moorish art in a contemporary board game. Players compete as artisans decorating the walls of the Royal Palace of Evora. By carefully drafting the correct quantity and style of tiles, the most clever of artisans plan ahead to maximize the beauty of their work (not to mention their scores!) while ensuring they wasted no supplies in the process.

    Introduced by the Moors, “azulejos” (originally white and blue ceramic tiles) were fully embraced by the Portuguese, when their King Manuel I, on a visit to the Alhambra palace in Southern Spain, was mesmerized by the stunning beauty of the Moorish decorative tiles. The king, awestruck by the interior beauty of the Alhambra, immediately ordered that his own palace in Portugal be decorated with similar wall tiles.

  • BarBEARian Battlegrounds

    €21.95

    Become one of four clans of adorable bear-warriors out to build the best neighbearhood in the forest! Don't expect this to be a picnic as your bears aren't the only ones fishing for glory, so be prepared to ward off attacks from your furry rivals. By gathering resources, pillaging your neighbears' villages, and developing your home turf, the tale of your clan will become legend.

    BarBearian Battlegrounds is a simultaneous secret-action, dice-puzzle, worker placement game for up to four players. Are your bears worthy enough to be every cub's bedtime story for generations to come? It's time to gather your clan, bear down, and hold on to your honey.

  • Bargain Quest

    €37.95

    Bargain Quest is a game of adventure and capitalism for 2-6 players. Players will take the role of shopkeepers in an adventuring town plagued by monsters. Players must draft items and then secretly choose which items to place in their windows to attract wealthy heroes to their shops.

    Once all heroes have been equipped, they battle against monstrous threats, earning money and adding prestige to whichever item shop they most recently visited. Throughout the game players will encounter new heroes and monsters while upgrading their shops and hiring employees. Once the third monster is defeated the player who has earned the most gold and prestige is the winner.

  • Bargain Quest - The Black...

    €19.95

    The Black Market Expansion brings Bargain Quest to the seedy criminal underworld. With new heroes like the Shaman, and the Bravo, along with cunning employees like the Loan Shark and the Henchman. It's a dangerous town, and you'll have to use all of your cunning and wits if you mean to make a profit out here!

    Most importantly however, this expansion introduces a new Upgrade to Bargain Quest: The Black Market Upgrade

    This Upgrade functions similarly like the Display and Storage Upgrades in the original game, however the cost to gain this upgrade is not coins, but *stars* which means you'll need to spend your hard earned reputation before you'll be able to make the connections you'll need to access the Black Market Deck!

    During the Supply Step, a player with the Black Market Upgrade gains cards from the Black Market Deck, which contains a variety of strange and powerful artifacts!

    The Black Market can be a bit unpredictable. Its items range from the incredibly powerful, to the expensive, but useless, to the outright weird. You'll want to keep the best equipment you find for yourself, and leave your opponents with less favorable options. Play your cards right and you'll be the next Capitalist Kingpin.

  • Barrage

    €59.95

    In the dystopic 1930s, the industrial revolution pushed to the limit the exploitation of fossil-based resources, and now only powerful and unlimited hydroelectric energy is available to fulfill the thirst for power of the massive machines and unstoppable engineering progress.

    Barrage is a resource management and strategic placement game in which players compete to build their majestic dams, raise them to increase their storing capacity of precious water, and deliver all the potential power through pressure tunnels connected to powerhouse energy turbines. Each player represents one of the international companies who are gathering machineries, innovative patents, and brilliant engineers to claim the best locations to capture and exploit the water power of a contested Alpine region crossed by rivers.

    Barrage includes two innovative and challenging mechanisms. First, the construction wheel has to be managed by players to carefully plan their actions and handle their machineries since both your action tokens and resources are stored on the wheel and come back only after a full wheel round is completed. The more you construct and perform maintenance on your wheel, the earlier that resources and actions return to you.

    Second, the water flow on the rivers depicted on the board is a shared and contested resource. Players have to intercept and store as much of the water as they can, build dams (upstream dams are expensive but can block part of the water before it reaches dams downstream), raise their dams to increase capacity, and build long tunnels to divert water to their powerhouses. Water is never consumed — its flow is just used to produce energy — and released in the rivers, so you have to strategically place your dams to recover water diverted by you and other players.

    Over five rounds, players must fulfill power requirements represented by a common competitive power track and meet specific requests of personal contracts. At the same time, by placing a limited number of engineers, they attempt to increase their machineries to acquire new and more efficient construction actions and to build and activate special unique effect buildings to customize their own developing strategy.

  • Barrage - The Leeghwater...

    €29.95

    Barrage: The Leeghwater Project Expansion The Leeghwater Project Expansion adds: A new faction, the Netherlands, that uses Jan Leeghwater’s expertise in water management, adding even more water to your dams. The External Works mechanic, a set of powerful tiles that can be obtained from a new action space. With them you'll be able to perform many actions, but be careful. To unlock the External Works power you'll need to burn the required amount of Concrete Mixers and Excavators rather than just assign them to the Construction Wheel. The Personal Building mechanics. You’ll be able to use a combination of five Building tiles, each one with a different, powerful effect that can be activated by your engineers. Two new Executive Officers designed to enhance the External Works and the Personal Buildings. Three new Advanced Technology tiles dedicated to the construction of Personal Buildings.

  • Betrayal Legacy

    €55.95

    Betrayal Legacy marries the concept of Betrayal at House on the Hill — exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories.

    Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time...

    As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it.

  • Between Two Castles of Mad...

    €39.95

    Between Two Castles of Mad King Ludwig is published by Stonemaier Games as part of a collaboration with Bezier Games.

    The king demands a castle! You are a world-renowned master builder who has been asked by the Mad King Ludwig to help design his castles. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with another master builder to execute your grandiose plans. Will your planning and collaborative skills be enough to design the most impressive castles in the world?

    Between Two Castles of Mad King Ludwig is a competitive tile-drafting game in which each tile is a room in a castle. You work together with the player on your left to design one castle, and with the player on your right on another castle. On each turn you select two tiles from your hand, reveal them, then work with your partners to place them. To win, you have to share your attention and your devotion between two castles.

    This game includes 147 regular room tiles with unique art, 83 other tiles, 20 bonus cards, 7 custom wooden castle tokens, 1 full-color, double-sided scorepad, and a 4-piece Game Trayz custom insert that reduces setup time to less than 60 seconds.

  • Black Angel

    €64.95

    Humanity, through its irresponsible behavior, has exhausted the natural resources of Earth, making it almost uninhabitable. In a burst of lucidity, pressed by the irreversible degradation of your planet, the great nations are forced to put aside their differences and share their knowledge in order to create the most vast spacecraft ever constructed. Thus, the BLACK ANGEL project is launched.

    The Black Angel, the first intergalactic frigate in history, must transport the genetic heritage of humanity beyond known worlds, over a journey that is likely to last several thousand years. Her crew will be composed of only robots. Because no nation is willing to trust creation of the AI (artificial intelligence) that will control this crew to any other nation, a compromise is found: The Black Angel will be co-managed by several AIs, and the utility of each decision will be evaluated in VP (Validation Process).

    At the completion of this long and perilous voyage, when a new inhabitable planet has been reached, the AI that has earned the most VP will be entrusted with reawakening Humanity, and overseeing its new start….

    All the reports are in agreement: The Black Angel is approaching Spes, a planet with the highest probability for habitability by the human species. Take advantage of our approach to maintain the good relations you have gradually woven with the benevolent Alien species populating the galaxy, and watch out for the dreaded Ravagers, who would do anything to prevent you from reaching Spes.

  • Blackout: Hong Kong

    €45.95

    Hong Kong has been struck by a large scale unexpected blackout. As the government struggles to maintain control, you decide to take matters into your own hands and try to bring back some kind of societal order! Daily life as you were used to it has quickly dissolved. Even the most mundane tasks have become incredibly challenging without electric power. Whoever best manages this situation and restores the semblance of order will surely claim a position of power in post-blackout Hong Kong!

    In Alexander Pfister's Blackout: Hong Kong, you have to manage ever-changing resources and a network of various specialists to keep Hong Kong from descending into chaos while also staying ahead of your rivals.

  • Bosk

    €42.95

    From majestic Maples to ancestral Oaks, players nurture their trees aiming to thrive over the course of a year in a beautiful National Park.

    In the spring, players carefully grow their trees, scoring as hikers enjoy traveling the trails in summer.

    When autumn comes, leaves fall in the ever-changing direction of the wind, guided to cover the terrain and other players’ leaves. Points are awarded in winter for the most coverage of each region in the park.

    Gain your ground in the park to be victorious in Bosk!

  • Brass Birmingham

    €62.95

    Brass: Birmingham is an economic strategy game sequel to Martin Wallace' 2007 masterpiece, Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.

    As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands.

    Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game):

    1) Build - Pay required resources and place an industry tile.
    2) Network - Add a rail / canal link, expanding your network.
    3) Develop - Increase the VP value of an industry.
    4) Sell - Sell your cotton, manufactured goods and pottery.
    5) Loan - Take a £30 loan and reduce your income.

    Brass: Birmingham also features a new sixth action:

    6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)

    The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles.

    Birmingham features dynamic scoring canals/rails. Instead of each flipped industry tile giving a static 1 VP to all connected canals and rails, many industries give 0 or even 2 VPs. This provides players with the opportunity to score much higher value canals in the first era, and creates interesting strategy with industry placement.

    Iron, coal, and cotton are three industries which appear in both the original Brass as well as in Brass: Birmingham.

    New "Sell" system

    Brewing has become a fundamental part of the culture in Birmingham. You must now sell your product through traders located around the edges of the board. Each of these traders is looking for a specific type of good each game. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. For example, a level 1 cotton mill requires one beer to flip. As an incentive to sell early, the first player to sell to a trader receives free beer.

    Birmingham features three all-new industry types:

    Brewery - Produces precious beer barrels required to sell goods.

    Manufactured goods - Function like cotton, but features eight levels. Each level of manufactured goods provides unique rewards, rather than just escalating in VPs, making it a more versatile (yet potentially more difficult) path vs cotton.

    Pottery - These behemoths of Birmingham offer huge VPs, but at a huge cost and need to plan.

    Increased Coal and Iron Market size - The price of coal and iron can now go up to £8 per cube, and it's not uncommon.

  • Brass: Lancashire

    €62.95

    Brass: Lancashire — first published as Brass — is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles. Each round, players take turns according to the turn order track, receiving two actions to perform any of the following:

        Build an industry tile
        Build a rail or canal
        Develop an industry
        Sell cotton
        Take a loan

    At the end of a player's turn, they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns.

    After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned.

    The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source, which may be an opponent's coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized).

    Brass: Lancashire, the 2018 edition from Roxley Games, reboots the original Warfrog Games edition of Brass with new artwork and components, as well as a few rules changes:

        The virtual link rules between Birkenhead have been made optional.
        The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck and distant market tiles slightly to ensure a consistent experience.
        Two-player rules have been created and are playable without the need for an alternate board.
        The level 1 cotton mill is now worth 5 VP to make it slightly less terrible.




  • Carpe Diem

    €41.95

    The players slip into the role of rich patricians in ancient Rome. Everyone is trying to build a lucrative city district to score as many prestige points as possible. The novel way to get to the individual buildings of a district combined with a large variety of score cards make for an unusual game with a large number of strategies. From the successful designer, Stefan Feld.

  • Cartographers: A Roll...

    €23.95

    Queen Gimnax has ordered the reclamation of the northern lands. As a cartographer in her service, you are sent to map this territory, claiming it for the Kingdom of Nalos. Through official edicts, the queen announces which lands she prizes most, and you will increase your reputation by meeting her demands. But you are not alone in this wilderness. The Dragul contest your claims with their outposts, so you must draw your lines carefully to reduce their influence. Reclaim the greatest share of the queen’s desired lands and you will be declared the greatest cartographer in the kingdom.

    In Cartographers, players compete to earn the most reputation stars by the time four seasons have passed. Each season, players draw on their map sheets and earn reputation by carrying out the queen's edicts before the season is over. The player with the most reputation stars at the end of winter wins!

  • Castell

    €53.95

    Castell is the vibrant Catalonian tradition of building human towers. Huge teams of people from all over Catalonia gather at festivals to celebrate Catalonian culture and compete to build the highest and most difficult human towers.

    Castell is a strategy game where players guide Castell teams through a year of festivals. Visit Catalonian cities, expand your team of Castellers, learn tower-building skills, and show off your tower-building prowess at local performances and festival competitions.

    Harness your strength, balance, courage, and common sense to take your team to victory!

  • Castellum: Maastricht

    €19.95

    Castellum is a strategic board game for two to four players in which the walls of Maastricht must be defended during two hundred years of historical sieges.

    In the game, the players take on the role of the defenders of the city. To be able to build the fortifications, players must seek the support of both the people and the churches of the city. They must look for resources to strengthen the city's lines. Only with a combination of impressive fortifications and well-trained troops will the players be able to beat the attackers.

  • Castle Dukes

    €64.95

    As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land though, and you are not the only one with this fantastic ambition.

    There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!

    The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy – And it’s 3D to boot!

  • Caverna: The Forgotten Folk

    €27.95

    Caverna: The Forgotten Folk — Caverna: Vergessene Völker in German — originated as a fan project on BoardGameGeek, and Caverna publisher Lookout Games has decided to work with the designer to develop this material and release it as an official expansion.

    Forgotten Folk consists of eight different species or race packs such as elves, dark elves, and trolls, and now each player in Caverna can be one of these species instead of only the dwarves in the base game. Each species has special advantages and disadvantages, and some species introduce new resources into the game. Each species has four unique rooms, and they replace rooms in the base game, which allows other players to gain the powers of these species.

  • Century - A New World

    €37.95

    Century: A New World is the third and final installment of the Century series from designer Emerson Matsuuchi.

    Century: A New World sends players to the Americas at the dawn of the 16th century. Braving the wilderness, players are forced to explore new lands, trade with local inhabitants, journal their findings, and hunt/gather to survive! The game integrates the compelling and incredibly fun resource trading mechanisms found in the Century series with a worker placement mechanism with a twist!

    Century: A New World may be combined with Century: Spice Road or Century: Eastern Wonders or both for all new mixable games.

  • Century: Eastern Wonders

    €34.95

    Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices of the world were found. This discovery also led to further exploration, competition....and later, war! During this time of prosperity and opportunity, you find yourself traveling on the high seas in search of these exotic wonders. As a merchant and privateer representing your nation, you seek to control this region for glory and profit. Your journey continues in the Far East...

    Designed by Emerson Mastuuchi, Century: Eastern Wonders invites fans to return to the exciting world of spice trading as players take to the high seas in the role of merchants seeking to prosper in the exotic Indonesian islands. Century: Eastern Wonders offers new, satisfying game mechanisms that provide infinite replayability and countless strategies.

    Century: Eastern Wonders can be combined with Century: Spice Road to create a new gaming experience called Sand To Sea!

  • Century: Golem Edition

    €34.95

    Centuries have passed since the first humans arrived on Caravania.  Legends have been shared from one generation to the next explaining Caravania's most exotic and rare mysteries – the soul crystals.  Legend has it that the souls of the planet's original inhabitants were so pure that after death they were preserved as mesmerizing and powerful crystals.  Simply holding a soul crystal, one could feel the essence of life radiating from deep inside.  It wasn't long after the discovery of the soul crystals' power that humans used them to build and activate towering golems.  After many forgotten centuries, those pure souls are able to breath life once again.  In Century: Golem edition, players serve as traders attempting to collect crystals to create the most ornate and powerful of golems. 

  • Cerebria: The Card Game

    €22.95

    Cerebria: the Card Game focuses on occasions when the landscape of your mind interacts with the world and other people. In this turn-based card game, the players build their Mindsets, filling it up with Bliss or Gloom Emotions. The outside world is represented by the Impulse, a dynamically changing pool of available Emotion cards. Whenever the Impulse is emptied of Emotions, each player's Mindset is scored, granting Bliss or Gloom Identity Fragments. The goal of the game is to collect enough Fragments to fully develop the Identity.

    Players can get Fragments by invoking Emotions into their Mindset, however, these Fragments can be spent for the effect of the Emotions' Abilities, so it is up to the players to decide wether they hold on to their victory points or spend some of them to be more efficient. Emotion effects can interact with other Mindsets, other players' hands, the Impulse, but can be cancelled by discarding Emotions of the matching type.

    The game ends if one of the players manages to build a fully single-minded (collecting eight or more of one type of Fragment) or a balanced personality (collecting five or more of both Fragment types).

    The game consists of 96 Emotion cards, 80 Identity Fragments, 5 player aid cards and a Mood Marker.