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.
“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 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!
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.
"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.
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.
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.
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.
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.
If you want to paint with Bob Ross, you need to be chill, so whoever reaches maximum chill first in Bob Ross: Art of Chill Game wins.
In the game, each player starts with three art supplies cards, with each card showing one of seven paints and one of four tools. (Some cards are jokers that serve as any color, but no tool.) Take one of the large double-sided painting cards, place it on the easel, and place Bob on the first space on the painting track.
On a turn, the active player rolls the die and either draws an art supplies card, plays a paint to their palette, receives an extra action for the turn (four total), or both draws a "Chill" card and advances Bob on the painting track. Chill cards give all players a bonus, set up conditions that could give players extra points, and more.
The player then takes three actions. Actions include drawing an art supplies cards, discarding two matching cards to claim the matching technique card (which is worth 2 points and 1 bonus point when used), sweep the art supplies card row, place a paint on their palette, wash half their palette, or complete a section of a painting. To take this latter action, the player needs to have all of the paint needed for one of the painting's three sections on their palette with no unneeded colors mixed in! The player scores points equal to the number of paints used, bonus points if they're the first or second to paint this, and additional points if they've painted this feature before Bob (i.e., did you paint this before the Bob figure reaches this space on the painting track.
When someone has completed all three features on a painting or Bob has reached the end of the painting track, this work is complete! Remove it from the easel, and start a new painting. Players continue to take turns until someone reaches a maximum chill of 30 points, at which point they win the game instantly.
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.
The deck-building adventure of Clank! In! Space! continues in Clank! In! Space! Apocalypse! Small pockets of resistance continue to oppose Lord Eradikus, but the evil cyborg now plots to wipe them out with one grand and wicked scheme!
Your challenge? Thwart the efforts of Lord Eradikus! Reap the rewards of noble (and sometimes reluctant) heroism! Save the galaxy…and get rich in the process! Maybe you can avert the Apocalypse! (Or at least escape with the treasure while someone else does!)
This expansion requires Clank! In! Space! to play.
Game Box Contains:
2 Double-sided Game Board Modules
35 Adventure Deck Cards
8 Large Scheme Cards
1 Haldos Boss Marker
Burgle your way to adventure in the deck-building board game Clank! Sneak into an angry dragon's mountain lair to steal precious artifacts. Delve deeper to find more valuable loot. Acquire cards for your deck and watch your thievish abilities grow.
Be quick and be quiet. One false step and CLANK! Each careless sound draws the attention of the dragon, and each artifact stolen increases its rage. You can enjoy your plunder only if you make it out of the depths alive!
The evil Lord Eradikus has all but conquered the galaxy and is now on a victory lap across the sector in his flagship, Eradikus Prime. He may rule with an iron grip, but his most prized artifacts are about to slip through his cyborg claws. You and your fellow thieves have challenged each other to sneak aboard his ship, hack your way into its command module, and steal from him.
Along the way, you'll recruit allies and snatch up extra loot. But one false step and — Clank! Careless noise draws the attention of Lord Eradikus. Hacking into his command module and stealing his artifacts increases his rage. You'd better hope your friends are louder than you are if you want to make it to an escape pod and get out alive...
Clank! In! Space! is built on the same game system as Clank!: A Deck-Building Adventure, with players building a personal deck of cards throughout the course of the game, with the cards allowing them to move through the spaceship, attack things, acquire new cards, and — oh yeah — make noise to attract Lord Eradikus and potentially seal their own doom.
Some thieving jobs deserve a professional approach. When you absolutely must acquire it, call Acquisitions Incorporated! This renowned multi-planar corporation has years of experience snagging all the loot that isn’t nailed down. Each Upper Management character comes with a unique deck reflecting their talents. Use them in the original Clank! A Deck-Building Adventure, or with a franchise established in Clank! Legacy: Acquisitions Incorporated!
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.
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...
A brand new edition of a popular classic, London will appeal to the strategic thinker among board game fans. Tasked with rebuilding London in the decades following the great fire, players juggle building requirements, bank loans, and poverty as they strive to realize their vision for the city.
The game features a unique mechanism of playing cards to develop the city, then "running" the city by taking all the card actions simultaneously. Players have to repay all their loans before the game ends, but need to worry only about how much poverty they're creating relative to the other players.
Expansion for base game
The campaign to restore Gaia’s realm rages on and other druidic clans combating the curse have joined the ranks. And it’s not just druids who have heeded the call; other creatures have joined the fight, eager for a day when all are free from the accursed blight.
The Mana Storm expansion adds new advancement and vale cards to the base Mystic Vale game, giving players more card crafting options and exciting new possibilities for combos. New leader cards grant abilities that can be upgraded to become even more powerful! Amulets feature unique effects and greater variety over regular mana tokens.
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.
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)