In Treachery in a Pocket, players try to manipulate the position of various characters, according to their secret agendas. Using one of their four available actions each turn, they move the character cards up or down on their status grid, wounding or killing them if necessary. At the end of the game, the player who most effectively moved their allies to a high position and lowered their enemies wins.
In the super-fast sushi card game Sushi Go!, you are eating at a sushi restaurant and trying to grab the best combination of sushi dishes as they whiz by. Score points for collecting the most sushi rolls or making a full set of sashimi. Dip your favorite nigiri in wasabi to triple its value! And once you've eaten it all, finish your meal with all the pudding you've got! But be careful which sushi you allow your friends to take; it might be just what they need to beat you!
Sushi Go! takes the card-drafting mechanism of Fairy Tale and 7 Wonders and distills it into a twenty-minute game that anyone can play. The dynamics of "draft and pass" are brought to the fore, while keeping the rules to a minimum. As you see the first few hands of cards, you must quickly assess the make-up of the round and decide which type of sushi you'll go for. Then, each turn you'll need to weigh which cards to keep and which to pass on. The different scoring combinations allow for some clever plays and nasty blocks. Round to round, you must also keep your eye on the goal of having the most pudding cards at the end of the game!
Eric M. Lang and Bruno Faidutti have joined forces to create the ultimate prisoner's dilemma game. Do you cooperate and risk getting outsmarted by a greedy player? Or do you compete and risk losing everything?
You are pirates who just looted a ship and must negotiate how to split the treasure. There are seven types of loot with values from 1 to 3. At the end of the game, you only score the treasure types you have the most and least of.
On each turn, open four new treasures: two in front of you and two in front of your neighbour. Simultaneously decide how to split them. Choices:
Peace (I want the 2 in front of me)
War (I want them all)
First pick (I want just one, pick first)
If both players choose peace, split the loot evenly. If both choose war, lose all treasure. If both choose first pick, lose all treasure and one of your gained treasure columns.
The game continues until the Dawn Card is drawn. 15 minutes!
It's a Kind of Magic contains 110 cards, including a new card type: Spells. When included in the game, Spells replace Defense, Units, or both.
1 new Building (Sorceress Tower)
4 new Units (Shaman, Sorceress, Dreki, and Dreki Eggs)
6 new Spells (Shield, Thunder, Magic Manipulation, Ice Trap, Magic Potion, and Gold Touch)
1 new Divine Favor (Hel)
8 new Odin's Path cards (Necronomicon, Destruction, Sheep Storm, and Zap Trap)
2 new end-game bonuses
5 new Missions
Guild Wars contains 110 cards and adds a new team play game mode to Vikings Gone Wild.
4 new types of Buildings (Forge, Boost Tower, Guild Tower, and Wall Builder)
3 new types of Units (Fairies, Wall Breakers, and Bear Riders)
1 new Defense Tower (Pig Anti Air)
8 new Odin's Path cards (Cow Trap, Transporter, War Axe, Valkyrie Wings, Mini Cannon, Hero Trap, Dwarf, and Goblin Copter)
1 new Divine Favor (Ragnar)
4 Guild War markers
2 new end-game bonuses
5 new Missions
Ultimate Werewolf is an interactive game of deduction for two teams: Villagers and Werewolves. The Villagers don't know who the Werewolves are, and the Werewolves are trying to remain undiscovered while they slowly eliminate the Villagers one at a time. A Moderator (who isn't on a team) runs the game.
Ultimate Werewolf takes place over a series of game days and nights. Each day, the players discuss who among them is a Werewolf, and vote out a player. Each night, the Werewolves choose a player to eliminate, while the Seer learns if one player is a Werewolf or not. The game is over when either all the Villagers or all the Werewolves are eliminated.
Ultimate Werewolf, a new edition of the award-winning, best-selling werewolf title from Bézier Games, has been reimagined to allow new players to quickly get up and running, with a larger box, totally rewritten and simplified rules, and a guide for the included roles. With all-new art and a great new card design, it's the perfect way to introduce groups of 7-30 people to Werewolf.
This is a card game for people who are into kittens and explosions and laser beams and sometimes goats.
Exploding Kittens is a highly strategic kitty-powered version of Russian Roulette. Players take turns drawing cards until someone draws an exploding kitten and loses the game. The deck is made up of cards that let you avoid exploding by peeking at cards before you draw, forcing your opponent to draw multiple cards, or shuffling the deck.
The game gets more and more intense with each card you draw because fewer cards left in the deck means a greater chance of drawing the kitten and exploding in a fiery ball of feline hyperbole.
In a dark cathedral, a mage harnesses the power of demons to enhance her spells. In an alchemical laboratory, a diviner inscribes a scroll of destruction. Meanwhile, a bard and beastmaster seek out the prismatic dragon and golden lion to keep these forces of darkness at bay.
Res Arcana: Lux et Tenebrae adds 4 new Places of Power, 12 artifacts, 4 mages, 4 monuments, and 2 magic items to Res Arcana. It also extends the game to five players, adds scaling rules for fewer players, and introduces two new things: scrolls and demons.
Imploding Kittens is the first Expansion of Exploding Kittens, the award-winning card game that made Kickstarter history as the most-backed project, ever. This Expansion deck includes 20 new cards featuring 6 new types of actions and an Imploding Kitten which increases the game from 5 to 6 players.
Prepare yourselves, mortal heroes! You have been tested before by the likes of Green Goblin or the Wrecking Crew, and you’ll soon be able to take on Hydra with The Rise of Red Skull campaign expansion. But you have never faced a villain with the futuristic technology, awe-inspiring intellect, and time-altering powers of Kang the Conqueror!
Few villains have challenged you in the same way as the indomitable Kang will in The Once and Future Kang scenario pack for Marvel Champions: The Card Game. You’ll face Kang in the present day and across the multifarious timestreams, battling his incarnations through the centuries in a scenario that’s unlike any other. With expert versions of Kang to swap in if you’re looking for a greater challenge and three modular encounter sets that you can pull into this scenario or any other, The Once and Future Kang promises to push you and your fellow heroes to their limits.
This expension is a campaign allowing players to live an adventure scripted in 5 scenarios which brings, collectively during the game, players to make choices that will tip the story towards Peace or World War.
At the start of a game, players open an envelope containing the story, the special rules of the scenario and the extra cards for this scenario. Then, at the end of the game, each player receives different rewards depending on whether he won or lost and according to his own choices during the game (depending on the scenario).
Thus, each one builds his Heritage over the 5 scenarios. The winner of the campaign is the one who wins the last scenario.
The campaign offers 6 scenarios in all because there is a branch, depending on the choice of players in scenario 4.
During the campaign and after the campaign, the players will unlock cards which can come to enrich the basic game definitively. The Heritage campaigns therefore offer players to live a story and gradually unlock a mini-extension to the base game offering a new mechanic, a bit like a Legacy, but totally replayable because there is no alteration of equipment.
The campaign is also playable solo.
Sudoku meets steampunk!
Gearworks is a steampunk strategy card game featuring card placement, hand management, and a "twist" on area control. Strategically position your gears to fix a mysterious clockwork machine in the corner of the workshop.
Your task is simple - play gear cards into the grid to fix the broken machine. If you are the last to play in a given column or row, you will be rewarded with various parts you need! You must follow 2 rules: each column may only have 1 card per color and each row must have cards in ascending or descending order. Easy enough? Oh right, your rival machinists may have something to say about that...
In the land of Vikings, a new kind of warrior has surfaced. The Druids. These mysterious individuals are capable of powerful manipulations. Basing their strength on sacred artefacts, they can invoke terrifying creatures and get them to work on their behalf. Welcome to Vikings Gone Wild – Master of Elements expansion.
This expansion introduces a new type of resource: Elements.
All cards from Units, Odin's Path and the newly introduced Artefacts, provide alternative effects triggered with these Elements.
This expansion offers a completely asymetric start thanks to 3 permanent Artefact picked through a draft mechanic at the beginning of the game, offering a chance to pick some top card and build a strategy early on.
Fort is a 2-4 player card game about building forts and following friends.
In Fort, you're a kid! And like many kids, you want to grow your circle of friends, collect pizza and toys, and build the coolest fort.
By doing this cool stuff, you'll score victory points, and at the end of the game, the player with the most victory points wins! Your cards not only let you take actions on your own turn, but also let you follow the other players' actions on their turns. Will you devote yourself to your own posse, or copy what the other kids are doing?
But be careful as your carefully constructed deck might start losing cards if you don't actually use them. After all, if you don't play with your friends, why should they hang out with you anymore?
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.
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.
The myriad paths of this sprawling world are legion, each one branching out into a thousand others. Many of these paths are peaceful, untouched by the wars that rage around them. This journey, however, will take you to far darker places.
These are the paths, shattered and crumbling, which have fallen from memory and sight of the Flame. These are the paths, dismal and cursed, where traps and ruin lie around every corner. These are the paths, chilling and treacherous, which are paced only by the monstrous tread of things best left forgotten.
These are the paths you must walk.
Forgotten Paths is an expansion for Dark Souls: The Card Game. This expansion features exciting new encounters, powerful new enemies, and all-new rules for terrain and traps to ensure that every battle is a fresh challenge. Four distinctive, unique bosses and a brand-new exploration board provide thrilling adventure for even the most experienced players of the core game.
To aid you in conquering these trials, this expansion also includes brand-new, powerful weapons and equipment as well as providing two completely new characters to play, the Pyromancer and the Thief, both of which bring their own play style to enhance your Dark Souls experience.
A copy of Dark Souls: The Card Game is required to play with this expansio
"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.
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.
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.
“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.
The 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.
Star Scrappers: Cave-in is a game for 2 up to 4 players who take roles of Galactic entrepreneurs - some of rival mining bosses who compete in this difficult, sometimes even merciless, industry. Your job is to excavate the Hexis crystals.
The goal of the game is to get as many victory points as possible before the mine collapses!
To overcome your competition you will have to recruit mercenary labourers, use their skills, and collect precious artefacts. However, you’ll have to keep looking over your shoulder! Your competition is only waiting for a chance to buy your trusted men off and steal the bounty from under your nose!
Every turn you can perform two out of four possible actions:
sending mercenaries to collect crystals
sending mercenaries to find artefacts
using special action of a chosen mercenary
Mechanics of Cave-in can be described as "discard building game". With every action players put mercenaries into their discard. Now, the order of the discard also matters, because your top discarded card gives you a special action at the beginning of your next turn. But beware! If your discard grows too interesting, another player may forfeit their entire turn just to steal the discard from you!
The player that collects most Victory Points wins.
Each turn in Vikings Gone Wild — a deck-building, resource management game based on the online real-time strategy game — players can either buy permanent buildings sitting in front of them (resource factories, resources containers, etc) or buy units, towers and special cards that improve their deck and offense/defense capacity.
The only way to win is by successfully attacking each other, and each attack involves interesting bluffing mechanisms in which the attacker doesn't know the defense capacity of their opponent...
A party game for horrible people."
Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.
This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".
In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.
In It’s a Wonderful World, you are an expanding Empire and must choose your path to your future. You must develop faster and better than your competitors. You’ll carefully plan your expansion to develop your production power and rule over this new world.
It’s a Wonderful World is a cards drafting and engine building game from 1 to 5 players. Each round, players will draft 7 cards and then choose which ones will be recycled to immediately acquire Resources, and which ones will be kept for construction to produce Resources each round and/or gain victory points.
When a card is fully built, it’s added to the player’s Empire to increase the player’s production capacity for each round. The mechanical twist being that the production phase works in a specific order. You'll have to plan your constructions carefully!
For a deeper insight of the gameplay, please follow this link : https://boardgamegeek.com/thread/2179801/its-wonderful-world-first-steps
In addition to the base game, players can also enjoy expansions boxes introducing an innovative Campaign mode. Each Campaign offers a storyline to follow and many gameplay twists. At the end of each campaign, players will open a reward booster to unlock new cards, enhance their base game and keep a memory of what happened during the campaign. All the campaigns can be replayed and don’t imply game components destruction.
Make the right decisions to lead your civilization to prosperity!
Lead one of the seven greatest cities of Antiquity. Develop your civilization on a military, scientific, cultural, and economic level. Once built, will your Wonder bring you glory for millennia to come? No downtime, renewed fun in each game and perfect balance regardless of the number of players.
Dark Souls: The Card Game is a cooperative deck evolution card game for 1-4 players. Players must explore the Encounters around them, defeating a myriad of enemies to gain Souls and Treasure.
They must use these to evolve and adapt their deck to better fight their enemies. When the players are ready, they must challenge the powerful bosses that lie within.
The players must walk a narrow path, however, since their decks allow them to attack their enemies, but also represent their health. Decks are only refreshed when the players rest at the bonfire, so players must defeat their enemies while husbanding their strength for the greater challenges ahead.
Thinking quickly and adapting to the enemy’s attacks is key for survival. A misstep can be fatal, but the rewards of success are great. Adapt your deck, evolve your strategy, and prepare to die.
The Abyss power is once again vacant, so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influential Lords and abuse their powers to take control of the most strategic territories. Finally, impose yourself as the only one able to rule the Abyssal people!
Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder — but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.
Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins...
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.
The core mechanism of Imperial Settlers is based on concepts from the author's card game 51st State.
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.
The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State.
51st State is a card game in which players control one of four powers trying to build a new country. Players put new locations into play, hire leaders, and send people to work in buildings to gain resources and new skills. To do this, every card in 51st State can be used in three different ways:
Raze a location to gain many resources once.
Deal with this location to gain one resource every turn.
Build the location so that you can use its skill each turn.
51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use.
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
The objective of Legendary Creatures is to win the trial and advance to the rank of Druid. Players do this with the aid of fantastic creatures who assist them in their quest for renown, whatever form it may take. An apprentice’s final rank in each elemental realm, renown earned through great feats, and expeditions to distant landmarks determines who becomes the next Druid!
Legendary Creatures is played over three days, each of which consists of AM, Afternoon, and PM turns. Players draw 4 creatures from their individual decks, then play 3 into their stable and send one on a solo expedition. Order and types of creatures determine initiative and resource generation for the round. Players then take turns selecting the realm they'd like to travel in, the resources they generate, and the spells they cast. This is repeated each portion of the day with a final expedition at the end of the PM portion. Ultimate leadership in each realm and via their expeditions reward victory points to determine the winner.
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.
In Ashes: Rise of the Phoenixborn, a two-player expandable card game, players take on the roles of Phoenixborns, demi-gods and protectors of this world. These characters are the great saviors of their civilizations. Before they came into existence, the humans were plagued by monsters like chimeras that took away their lands and forced them to live in walled-off cities. When the Phoenixborns came, they fought off the chimeras and freed the lands for humans to take over once again.
But the time of peace was short-lived. A prophecy arose that if one Phoenixborn was able to absorb enough Ashes of others, they would ascend into full gods and take mastery over this world. This, as well as humans' greed for land, fueled the War of Ashes. The great cities now fight among each other, each one of them with a Phoenixborn at its helm, and you will decide who will rise and who will fall to ashes.
The Swift-Start Promo Pack includes first-round walkthrough guides and specific new bird cards to use with them. For those who already own Wingspan, the swift-start guides are still helpful for teaching new players, and the 10 new cards can be shuffled into the bird deck.
Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games.
You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:
Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them
The winner is the player with the most points after 4 rounds.
170 unique bird cards (57x87mm)
26 bonus cards (57x87mm)
16 Automa cards (57x87mm)
103 food tokens
75 egg miniatures
5 custom wooden dice
5 player mats
1 birdfeeder dice tower
2-piece Game Trayz custom tray
1 goal mat
8 goal tiles
1 first-player token
40 action cubes (8 per player)
4 clear plastic resource containers
1 scorepad (50 sheets; 1 sheet used for all players each game)
3 rulebooks (core, Automa, and Appendix)
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!