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  • 50 Clues: The Fate of Leopold

    €17.95

    Maria has gathered enough strength to confront Leopold, but first, she must track him down. The Fate of Leopold is the third episode of the murderous trilogy about Maria.

    50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises.

  • 50 Clues: The Pendulum of...

    €17.95

    Maria is locked up in a psychiatric ward and must escape finding her son before it’s too late. The Pendulum of the Dead is the first episode of the murderous trilogy about Maria.

    50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises.

  • 50 Clues: White Sleep

    €17.95

    Maria is on the run with her son while also preparing for the big showdown. But will she make it? White Sleep is the second episode of the murderous trilogy about Maria.

    50 Clues is an immersive puzzle game that offers the experience of an escape room, but in a format that can be played at home. You combine objects, solve puzzles and decipher codes to complete the story. A smartphone or tablet keeps track of the solutions and provides multistep hints if the need arises.

  • 51st State - Master Set

    €42.95

    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.

  • 7 Wonders Second Edition...

    €39.95

    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.

  • 878: Vikings – Invasions of...

    €35.95

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

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

  • A Fake Artist Goes To New York

    €19.95

    エセ芸術家ニューヨークへ行く – which is pronounced as "Ese Geijutsuka New York e Iku" and can be translated as Fake Artist Goes to New York – is a party game for 5-10 players. Players take turns being the Question Master, whose role is to set a category, write a word within that category on dry erase cards, and hand those out to other players as artists. At the same time, one player will have only an "X" written on his card: they are the fake artist!

    Players will then go around the table twice, drawing one contiguous stroke each on a paper to draw the word established by the Question Master, then guess who the fake artist is. If the fake artist is not caught, both the fake artist and the Question Master earn points; if the fake artist is caught and cannot guess what the word is, the artists earn points.

  • A Feast for Odin

    €94.95

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

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

  • A Feast for Odin: The...

    €41.95

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

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

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

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

  • A Thief's Fortune

    €31.95

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

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

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

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

  • A War of Whispers

    €52.95

    A War of Whispers is a competitive board game for 2 to 4 players. Five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties.

    You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe. Gameplay consists of turns broken down into four phases:

        Deploy agents phase: In player order (starting with the first player and proceeding clockwise), each player removes, then deploys agents to empire councils, the positions on the board marked Sheriff, Steward, Marshall, and Chancellor.
        Empire turns phase: Each council position on each empire council will take an action. If a player has acquired cards, they may play them during this phase.
        Cleanup phase: Add the turn marker to the next space on the turn tracker, then each player discards down to the hand limit of five cards.
        Swap phase: In player order, each player may swap two of their unrevealed loyalty tokens. If you choose to do so, you must reveal both of the swapped loyalty tokens. They remain revealed for the rest of the game.

    Gameplay repeats itself in this order four times. When the last space on the turn track is filled, the game ends immediately and scoring commences. The player with the most points based off their empire loyalties and the cities they control wins.

  • Abomination: The Heir of...

    €52.95

    It's been twenty years since Victor Frankenstein died on a ship in the arctic, but his vengeful creature lives on, as does Robert Walton, the sea captain who vowed to kill the fiend before mercy stayed his hand. It's now 1819, and a sinister darkness descends upon the city of Paris. A mysterious benefactor of gigantic stature has emerged in the scientific community, never showing his face, claiming to possess the late Frankenstein's research. He sponsors a grand competition, offering an even grander prize: unlocking the mystery of mortality!

    Renowned scientists from around the world come to take part: some drawn to solve this eternal riddle, others coerced against their will. But a certain captain comes as well, one deeply suspicious of the secretive patron, hoping to finally fulfill his vow.

    Abomination: The Heir of Frankenstein is a competitive game of strategic monster building for 2-4 players, inspired by Mary Shelley's classic novel of gothic horror. In the game, the creature demands your help to accomplish what his own creator would not: to bring to life an abomination like itself, a companion to end its miserable solitude. Through worker placement and careful management of decomposing resources, you'll gather materials from the cemeteries and morgues around the city, conduct valuable research at the Academy of Science, hire less-than-reputable associates, and toil away in your lab — all in an effort to assemble a new form of life and infuse it with a "spark of being". Do well, and the creature may reward you during one of its surprise visits; do poorly, and you may come to regret not putting forth more effort. Narrative elements come into play throughout the game, guided by your decisions, leading to potentially unsavory outcomes.

    The game ends when you succeed in bringing your creation to life or when the Captain kills the creature, whichever happens first. Then the player with the most points fulfills Frankenstein's dark legacy, becoming his heir, for good or ill...

  • Abyss

    €39.95

    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.

  • Adventure Games: Monochrome

    €17.95

    Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!

    Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.

    In Monochrome Inc., players have been instructed to break into the research building named in the game's title, and once they get inside this tower's mirrored windows, they are left on their own. What they find there, what conclusions they draw from these items, and how this nerve-wracking story ends is entirely in their hands. Only by co-ordinating their team will they avoid potential pitfalls, carry out their mission, and solve the mystery of this building.

  • Adventure Games: The Dungeon

    €17.95

    Explore places, combine items, and experience stories in Adventure Games, a series of co-operative games from German publisher KOSMOS. In each of these titles, players are presented with a mysterious story that they must unravel over the course of play. Working together, players explore common areas, talk to people, look for clues, and combine various items to reveal the secret of the story. Depending on what decisions the players make, the course of history changes and there is no going back!

    Unlike the co-operative EXIT: The Game series, titles in this series focus on the telling and discovery of the story with no time pressure. That said, many different paths can be experienced during play, with more than one correct resolution to the story waiting to be discovered. Each title consists of three chapters, each taking about 75 minutes to play. Nothing is destroyed, so the games can be played multiple times.

    In The Dungeon, the players awaken in a prison cell in the middle ages with no memory of how they got there. What happened? What strange things are taking place in this dungeon? And most importantly, how can they get out? Over three chapters, players will jointly explore rooms, combine objects, and perhaps even encounter creatures that lurk in the dark rooms of the old castle...

  • Aeon's End 2nd Edition

    €47.95

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

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

  • Aeon's End: The New Age

    €58.95

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


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

  • Affliction: Salem 1692

    €26.95

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

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

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

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

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

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

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

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

  • After the Virus

    €19.95

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

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

  • Agra

    €62.95

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

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

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

  • Akrotiri: Revised Edition

    €31.95

    Akrotiri places you in the role of an explorer in Classical Greek times, combing the then-uncharted Aegean sea for lost Minoan temples that have long ago fallen into ruin. You've not only heard of these temples hidden around the island of Thera, but you actually have access to the secret maps that tell you of their hidden locations! Two mountains to the north? A volcano to the west? This *must* be the spot...

    But running an expedition can be costly. In order to fund your voyages into the unknown and excavate the ancient temples, you will have to first ship resources found on surrounding islands back to the resource-poor island of Thera.

    In Akrotiri — which combines tile placement, hand management, and pick-up and delivery — players place land tiles in order to make the board match the maps that they have in hand. Players excavate temples; the ones that are harder to find and the ones further away from Thera are worth more towards victory, but the secret goal cards keep everyone guessing who the victor is until the end! May the gods forever bless you with favorable winds!

  • Alchemists

    €36.95

    In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories – correct theories, that is — and therein lies the problem.

    The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards.
    Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories.

    During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.

    Flavor text:
    Mandrake root and scorpion tail; spongy mushroom and warty toad — these are the foundations of the alchemist's livelihood, science, and art.

    But what arcane secrets do these strange ingredients hide? Now it is time to find out. Mix them into potions and drink them to determine their effects — or play it safe and test the concoction on a helpful assistant! Gain riches selling potions to wandering adventurers and invest these riches in powerful artifacts. As your knowledge grows, so will your reputation, as you publish your theories for all to see. Knowledge, wealth, and fame can all be found in the murky depths of the alchemist's cauldron.

  • Alien Artifacts

    €42.95

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

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

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

  • Alma Mater

    €48.95

    Alma Mater has players serving as a headmaster of one of the independent universities in the 15th century. Players seek to strengthen their school's reputation and standing. To achieve these goals, players need to recruit the best staff and students, exchange knowledge with other schools, and become experts in the school's four disciplines!

  • Altiplano

    €49.95

    Altiplano, a bag-building game along the lines of Orléans set in the South American highlands of the Andes — the Altiplano — is not a simple game, presenting players with new challenges time and again. There are various ways to reach the goal, so the game remains appealing to try out new options and strategies, but success or failure also depends on whether your opponents let you do as you like or thwart the strategy you are pursuing. The competition for the individual types of goods is considerable — as is the fun in snatching a coveted extension card from under another player's nose!

    Each player starts with a unique role tile, giving them access to different goods and methods of production. Their access to goods is limited at the start, but players can acquire additional production sites throughout the game that give new options. The numerous goods — such as fish, alpaca, cacao, silver or corn — all have their own characteristics and places where they can be used. Whereas a player with silver can sell it for a high price at the market, a player with fish can exchange them for other goods at the harbor, and a player with alpaca can produce wool that can then be made into cloth at the farm.

    Aside from building up an effective production, players must deliver the right goods at the right time, develop the road in good time, and store their goods cleverly enough to fill their warehouses in the most valuable way. Often, a good warehouseperson is more relevant in the end than the best producer.

  • Altiplano: The Traveler

    €24.95

    A traveler wanders through the South American highlands and brings the inhabitants new ideas from his travels. Anyone who meets him can take advantage of these assets. A public trading point makes it possible to obtain rare goods in exchange for opals. And a variety of fortunes adds even more diversity to life among the mountain ranges in Bolivia and Peru.

    With Altiplano: The Traveler, the planning of moves in Altiplano becomes more important and accessibility to resources becomes more interactive. Above all, the assets that may be purchased from the traveller open up completely new ways to increase one's own wealth. But unforeseen fortunes sometimes demand spontaneous decisions which influence planning.

    Thus, the drive for success in this inhospitable region turns into a completely new challenge! Who's prepared for this?

  • Anachrony: Classic...

    €29.95

    Includes the Doomsday, the Pioneers of New Earth and the Guardians of the Council modules, along with the 6 Guardian Exosuit miniatures.

  • Anachrony: Essential Edition

    €49.95

    It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital.

    By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago...

    Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply.

    The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet...

  • Anachrony: Exosuit...

    €34.95

    The Exosuit Miniatures Set adds 24 super-sized (55 mm tall) Exosuit miniatures to Anachrony, replacing the cardboard Exosuit hex tiles.

    This product does not include any gameplay related content, only the miniatures.

  • Animal Kingdoms

    €32.95

    In Animal Kingdoms, each player takes on the role of a house leader, battling to gain control of the five kingdoms. Cards in your hand represent noble beasts that have pledged their allegiance to you. Over the course of three ages, you must deploy your beasts to the various territories – making sure that you adhere to each kingdom’s decree – to try and improve your influential position in the kingdoms. The house that gains the most influence by the end of the third age is declared the one true leader of the realm.

  • Architects of the West Kingdom

    €48.95

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

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

  • Architects of the West...

    €31.95

    In Architects of the West Kingdom: Age of Artisans, journeymen have returned to the city as master craftsmen, equipped with knowledge of new crafts and tools. The Guildhall has never been so busy! While some apprentices spend time learning new skills, others adorn the city’s buildings with everything from golden tapestries, to stained glass windows. But don’t let the shimmer of lights and fancy wares deceive you. For not all that glitters is gold.

    In addition to including components for an extra player, Age of Artisans adds the new Craft Cards, a dual-layered Guildhall Board, two new Player Boards and a variety of new Apprentices and Buildings.

  • Archmage

    €51.95

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

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

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

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

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

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


  • Arkham Horror Third Edition

    €62.95

    The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

    Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

    Only a handful of investigators stand against the Arkham Horror. Will they prevail?

    Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

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

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

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

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

  • Arkham Horror: Dead of Night

    €31.95

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

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

    Something was coming.

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

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

  • Arkham Horror: The Card Game

    €39.95

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

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

  • Arkham Horror: The Card...

    €19.95

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

  • Arkham Horror: The Card...

    €16.95

    Heart of the Elders is the third Mythos Pack in "The Forgotten Age Cycle".

    Following the events of The Boundary Beyond, you and your team of investigators head deep into the jungles of southern Mexico in search of an ancient, forgotten cavern. After several days of trekking through the jungle, you find what you believe to be the entrance of the cave, but something is not right. Six pillars surround the cavern, carved with strange symbols. Are they a warning? A lock? You must investigate this further, but time is running short. Your supplies are already starting to run low and countless eyes watch you from the shadows of the trees. What secrets are they trying to protect?

    This Mythos Pack features an immersive two-part scenario that takes you on an adventure both above and below the Earth. Immediatley forced to face the consequences of your choices, you shape the scenario as you go, determining which dangers you face and which allies you rely upon. Isolated from the rest of civilization, who can you trust?

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €16.95

    "All life is only a set of pictures in the brain, among which there is no difference betwixt those born of real things and those born of inward dreamings..." –H. P. Lovecraft, "The Silver Key"

    Embark on a dangerous rescue mission in Dark Side of the Moon, the third Mythos Pack in "The Dream-Eaters" cycle for Arkham Horror: The Card Game! After the man who may hold the key to escaping the Dreamlands is taken by dangerous Corsairs, you follow to a dead world where danger is waiting around every corner. But will you be able to rescue your charge and escape without raising the alarm?

    Dark Side of the Moon 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. After the events of The Search for Kadath, the investigators in the Dreamlands are drawn even further from the world of the waking than they could have ever thought when Virgil Gray is taken to the cold, distant moon and you have no choice but to follow in the hopes of rescuing him. You must remain even quieter in order to stay hidden long enough to rescue Virgil and escape.

  • Arkham Horror: The Card...

    €16.95

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

  • Arkham Horror: The Card...

    €16.95

    Delve into the secrets of The House with No Name in A Thousand Shapes of Horror, the second Mythos Pack in "The Dream-Eaters" cycle for Arkham Horror: The Card Game! After half of your team has seemingly become trapped in the Dreamlands, you decide to force your way into the realm in your physical body instead of traveling there in your sleep. This method comes with plenty of dangers, but it will hopefully prevent you from becoming trapped yourself. But if you wish to enter the Dreamlands, you must first find a key.

    A Thousand Shapes of Horror is Scenario 2–B of "The Web of Dreams" campaign. This scenario can be played on its own in Standalone Mode or combined with the other expansions in "The Dream-Eaters" cycle to form either a larger four-part or eight-part campaign. Inspired by H. P. Lovecraft’s classic short story “The Unnamable,” this adventure takes you to the most haunted corners of Arkham, where the veil between realm is drawn thin and even the most rational mind may be forced to confront the possibility of a world beyond the one we know. Do you have the composure to hold onto your sanity and save your friends, or will ineffable terrors tear your mind apart?

  • Arkham Horror: The Card...

    €16.95

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

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

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €16.95

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

    In the scenario from Blood on the Altar, your investigations lead you to the village of Dunwich, where you suspect a series of recent disappearances may be related to the events in Arkham. But the more you explore, the more you get the impression the townsfolk aren't exactly pleased to see you. There are secrets in this town that its inhabitants don't wish to share…

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

  • Arkham Horror: The Card...

    €16.95

    Dim Carcosa is the sixth and final Mythos Pack in the "Path to Carcosa" cycle for Arkham Horror: The Card Game.

    Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a world a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa – the realm of madness in the stars, where Hastur reigns supreme.

    All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive.

  • Arkham Horror: The Card...

    €16.95

    Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game.

    The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover them—the Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesn’t know…

    Even as it introduces a new scenario through which you can explore the Society’s hidden secrets—and the many terrors with which they are associated—Echoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigator’s practiced Talent and Composure.

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €16.95

    Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new face to your games with the Nathaniel Cho Investigator Starter Deck.

    Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

    Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €16.95

    Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new face to your games with the Nathaniel Cho Investigator Starter Deck.

    Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

    Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

  • Arkham Horror: The Card...

    €16.95

    At the end of "The Dunwich Legacy" cycle, and near the end of your path to abject madness, Lost in Time and Space is the climactic sixth Mythos Pack in the first full-length Arkham Horror: The Card Game campaign!

    Nothing can prepare you for what you'll discover at the cycle's end. As your world dissolves into pathways of sound and color that extend for an eternity in all directions, the lines between objects grow jagged, shifting. Your skin starts to crawl, feeling as though it's turning inside out. Somehow, you must find your way across this foreboding alien landscape. And, somehow, you know you're not entirely alone…

    Lost in Time and Space introduces a new scenario full to bursting with otherworldly chaos, non-Euclidean geometry, and menacing, extra-dimensional entities possessed of incomprehensible powers. You'll find player cards strong enough that you just might have a chance to survive. And for those who play it as the capstone of "The Dunwich Legacy" campaign, the scenario's also littered with effects that call back to the decisions you've made. It is an adventure, a reckoning, and a descent into madness.

  • Arkham Horror: The Card...

    €21.95

    After reports of strange occurrences at Arkham’s most prestigious hotel reach your ears, you are summoned to the location by a mysterious note. You are just beginning to properly conduct your investigation when you suddenly black out. Once you come to, you find yourself standing over a man’s body. Multiple stab wounds perforate his chest and blood covers the floor. What the hell happened? And why can’t you remember a thing? Now as the authorities are on your tail, it is up to your team of investigators to solve the murder and clear your name before you are thrown in prison for the rest of your life. Can you figure out the truth behind this grisly murder? Or will you be the next victim?

    Investigators must solve the Murder at the Excelsior Hotel in this special scenario for Arkham Horror: The Card Game. With the clock ticking and danger around every corner, can you figure out the truth before time runs out? This scenario can be played as a standalone scenario, or inserted into a campaign as a side-story.

  • Arkham Horror: The Card...

    €16.95

    Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new face to your games with the Nathaniel Cho Investigator Starter Deck.

    Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

    Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

  • Arkham Horror: The Card...

    €32.95

    "I cannot forget Carcosa where black stars hang in the heavens; where the shadow of men’s thoughts lengthen in the afternoon, when the twin suns sink into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask." –Robert W. Chambers, The King in Yellow

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

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

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

  • Arkham Horror: The Card...

    €16.95

    Descend into the dreaded Underworld of the Dreamlands in Point of No Return, the fourth Mythos Pack in The Dream-Eaters cycle for Arkham Horror: The Card Game! After forcing your way through the veil that divides the world of the waking from that of sleep, you must navigate the cavernous Underworld, encountering ghouls and gugs, in the hopes of finding your way to the world above and reuniting with the rest of your team.

    Point of No Return is Scenario 3–B of “The Web of Dreams” campaign, which follows the path of the investigators left behind to handle the horrors of the waking world in The Dream-Eaters. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaterscycle to form a larger four-part or eight-part campaign. Following the events of A Thousand Shapes of Horror, you have finally reached the Dreamlands, but it is not as you expected. No wondrous lands or fabulous cities greet you; merely the dark, barren realm of the Underworld. Perhaps those who brought stories of the Dreamlands to Arkham had never ventured this far underground, or perhaps this place can only be found by those who force their way in. Either way, you are now hopelessly alone in a realm you have never heard of, and the only way out is through.

  • Arkham Horror: The Card...

    €29.95

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

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

  • Arkham Horror: The Card...

    €29.95

    The flow of time itself is convoluted, and though you thought you had left the jungles of southern Mexico and the depths of Yoth behind you, it appears that they are not as far away as they might seem. Like a snake eating its own tail, the timeline is looping back around itself again…

    With the Return to the Forgotten Age upgrade expansion for Arkham Horror: The Card Game, you’ll find new scenario cards and encounter sets that you can insert into every scenario of The Forgotten Age, mixing up your investigations with new dangers and new objectives. New player cards, representing upgraded versions of cards from The Forgotten Age give you new tools and options for upgrading your decks. And with a full assortment of card dividers, you’ll be able to easily sort and store your entire campaign. Will you venture once more into the jungle?

  • Arkham Horror: The Card...

    €26.95

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

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

  • Arkham Horror: The Card...

    €29.95

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

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €16.95

    Across the five cycles of Arkham Horror: The Card Game, you’ve encountered new investigators in each new deluxe expansion, giving you more and more options for building your decks and exploring the mythos. Now, you have the chance to invite a new face to your games with the Nathaniel Cho Investigator Starter Deck.

    Each Investigator Starter Deck includes a fully pre-built and ready-to-play 34-card investigator deck, as well as 26 additional cards that can be used to upgrade your deck as you play through a campaign. Perhaps you’re entirely new to Arkham Horror: The Card Game—if your friend has a collection of Arkham Horror: The Card Game, no longer do you need to buy your own Core Set or deluxe expansion to join in a campaign. You can simply pick out your favorite Investigator Starter Deck and start playing immediately.

    Even if you’re a veteran player, there’s plenty of reason to pick up these Investigator Starter Decks. Every starter deck offers a new investigator and a wealth of new cards entering the game for the first time, making these expansions the ideal way to quickly grow your player card collection and discover new ways to play. And of course, they’re perfect for helping a friend get started on their first campaign of Arkham Horror: The Card Game!

  • Arkham Horror: The Card...

    €19.95

    The Blob That Ate Everything is the special event quest for Gen Con 2019. It is a one to four player scenario which can be played as a standalone scenario or integrated into any campaign as a side story.

  • Arkham Horror: The Card...

    €31.95

    Judgement. Temperance. Justice. The Tower.

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

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

  • Arkham Horror: The Card...

    €16.95

    The City of Archives is the fourth Mythos Pack in "The Forgotten Age" cycle for Arkham Horror: The Card Game.

    Following the events of Heart of the Elders, you and your team of investigators have journeyed deep into a series of caverns where a new world lays hidden from the outside world. Strange creatures that cannot be of this world have seemingly lived beneath the shell of the Earth for centuries. They are horrifying to look upon, but are they dangerous? Now within their domain, it may be best to go along with whatever they want, but how much can you trust them, and what might your naïveté cost you?

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

  • Arkham Horror: The Card...

    €16.95

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

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

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

  • Arkham Horror: The Card...

    €31.95

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

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

  • Arkham Horror: The Card...

    €31.95

    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.

  • Arkham Horror: The Card...

    €16.95

    The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness.

    You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so.

    Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again!

  • Arkham Horror: The Card...

    €31.95

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

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

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

  • Arkham Horror: The Card...

    €20.95

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

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

  • Arkham Horror: The Card...

    €16.95

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

    It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.

    The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits…

  • Arkham Horror: The Card...

    €16.95

    From the streets of Paris to the city's subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham's familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren't the only foreign elements at play. There's something distinctly otherworldly in the Parisian catacombs…

    In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you'll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play's mysteries, but there's a chance, too, you'll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber.

    Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game's locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.

  • Arkham Horror: The Card...

    €16.95

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

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

  • Arkham Horror: The Card...

    €16.95

    The Secret Name is the first Mythos Pack in The Circle Undone cycle.

    Following the events of The Circle Undone, you are desperate to find more information about the dangerous new coven of that has taken up residence in Arkham. Such knowledge is difficult to come by, even in a place like Arkham, but you do know of one witch whose story has been passed down for nearly two hundred years: Keziah, who escaped from the Salem Gaol back in the late 1600’s and whose ghost still supposedly haunts the condemned Witch House in French Hill. With many questions and few leads, you have no choice but to chase the ghosts of Arkham’s past.

    As a new cycle begins, you will need new tools to help you battle these unholy forces. To help you with this task, some of the new player cards in The Secret Name belong to more than one class. These cards, which can be identified by their golden hue and dual class icons in the upper right corner of the card, can be added to your investigator’s deck if you have access to either of the classes detailed on the card. If, however, an investigator has limited access to one of the classes on a multiclass card, that card will occupy one of the investigator’s limited slots, even if they have unlimited access to the other class detailed on the card. But with diverse uses and powerful effects, they make a worthy addition to any investigator’s arsenal.