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.
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.
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!
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?
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
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!
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.
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.
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.
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!
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.
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.
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…
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.
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.
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.
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.
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.
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!
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.
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!
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?
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.
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.
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.
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.
It is 1926, and the museum's extensive collection of exotic curios and occult artifacts poses a threat to the barriers between our world and the elder evils lurking between dimensions. Gates to the beyond begin to leak open, and terrifying creatures of increasing strength steal through them. Animals, the mad, and those of more susceptible minds are driven to desperation by the supernatural forces the portals unleash. Only a handful of investigators race against time to locate the eldritch symbols necessary to seal the portals forever. Only they can stop the Ancient One beyond from finding its way to Earth and reducing humanity to cinders.
Elder Sign is a fast-paced, cooperative dice game of supernatural intrigue for one to eight players by Richard Launius and Kevin Wilson, the designers of Arkham Horror. Players take the roles of investigators racing against time to stave off the imminent return of the Ancient One. Armed with tools, allies, and occult knowledge, investigators must put their sanity and stamina to the test as they adventure to locate Elder Signs, the eldritch symbols used to seal away the Ancient Ones and win the game.
To locate Elder Signs, investigators must successfully endure Adventures within the museum and its environs. A countdown mechanism makes an Ancient One appear if the investigators are not quick enough. The investigators must then battle the Ancient One. A clever and thematic dice mechanism pits their exploration against monsters and the sheer difficulty of staying sane and healthy, all within the standard game duration of one to two hours.
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...
Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game's goal of conquering three battlefields.
The game uses a simple resource system of "energy" that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion's traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation!
In the Battle Phase players roll amount of custom dice equal to each minion's attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent's minions and battlefield.
The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play.
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.
In Twilight of the Gods you and your friends will each assume the role of a deity from myth and legend, and battle to the death to see who is the strongest god, using human armies, mystical beasts, and heroes of renown from both past and future. These deities span multiple pantheons, from numerous civilizations, and each favors a particular method of strategy - Aggression, Negotiation, Mysticism, or Sanctuary - which influences how your battle will play out. Every deity also possesses a special, once per game power that can be used to further the tide of battle in your favor, or come back from what seems like overwhelming defeat, so never count an opponent out until they draw their last card. Now go forth and let none stand in your way!
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...
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
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
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.
A village-building card game. In Villages of Valeria, you take on the role of a Baron in the vast and beautiful kingdom of Valeria. Construct magnificent buildings, cultivate resources, and attract adventurers in order to become the next capital city of Valeria.
Villages of Valeria is a stand alone game set in the world of Valeria and takes place just before the hordes of monsters invade the kingdom in Valeria: Card Kingdoms. The Kingdom has been established and the King is looking for the greatest Village to name the next capital city of Valeria. In order to accomplish this, you'll have to outwit your fellow Baron's by selecting the best actions and making sure to follow your opponents actions as best you can.