![]() |
![]() |
![]() |
Games |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() Glass Stones! |
![]() Art Sleeves! |
![]() Elder Dragon Supplies |
![]() Clear Sleeves! |
![]() MTG/YGO Sleeves & Deck Boxes Playmats & Portfolios |
![]() Wondering where are the 7 Wonders Card Sleeves? You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes and affi rm your military supremacy. Build your city and erect an architectural wonder which will transcend future times! Seven Wonders is a simple and addictive game for the whole family. In 30 minutes, you can raise a complete civilization and build the greatest Wonders of the World. ![]() ![]()
![]() ![]() Description from BoardgameNews.com: 7 Wonders lasts three ages. In each age, players receive seven cards from a particular deck, choose one of those cards, then pass the remainder to an adjacent player, as in Fairy Tale or a Magic: the Gathering booster draft. Players reveal their cards simultaneously, paying resources if needed or collecting resources or interacting with other players in various ways. (Players have individual boards with special powers on which to organize their cards, and the boards are double-sided as in Bauza's Ghost Stories.) Each player then chooses another card from the deck they were passed, and the process repeats until players have six cards in play from that age. After three ages, the game ends. In essence 7 Wonders is a card development game along the lines of Race for the Galaxy or Dominion. Some cards have immediate effects, while others provide bonuses or upgrades later in the game. Some cards provide discounts on future purchases. Some provide military strength to overpower your neighbors and others give nothing but victory points. Unlike Magic or Fairy Tale, however, each card is played immediately after being drafted, so you'll know which cards your neighbor is receiving and how his choices might affect what you've already built up. Cards are passed left-right-left over the three ages, so you need to keep an eye on the neighbors in both directions. Though the box is listed as being for 3-7 players, there is an official 2-player variant included in the instructions.
Back to Board Games Page Back to Card Games Page |
|||||
![]() Leaders introduces in the game notable personalities, who offer various advantages. At the beginning of the game, players create a Leader hand from which they will be able to play a leader at the beginning of every Age, or use him to get money or help build your Wonder. The recruited Leaders will allow you to build certain structures at a cheaper cost, even maybe for free, or will be worth victory points, or... Well, with Leaders, the Wonders never cease!
Back to Board Games Page Back to Card Games Page |
![]() The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed. And now, 30 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. Create a new country, a new State: the 51st State. 51st State is a card game in which players control one of the four powers (mutants, traders, New Yorkers and Appalachians) and try to build their very own new country. Players put new locations into the game, they hire leaders, and send people to work in buildings to gain resources and new skills. Every card in 51st State can be put into play in three different ways. You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your State so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter. ![]() ![]() ![]() Players take control of one of four factions vying for control of the post-war remains of a devastated United States. These factions struggle to build their stockpiles of supplies through conquest, trade, and expansion of their territory, until they achieve the stability to become the 51st State - and provide the foundation of a new society. Designed by internationally renowned designer Ignacy Trzewiczek, and set in the Neuroshima universe, 51st State features breathtaking artwork and innovative gameplay. Players will have to strategically plan the growth of their faction - Will you use force to gain large, short term benefits? Will you negotiate to gain an ongoing income? Or will you incorporate new locations into your territory? Difficult decisions await the players on every turn. 51st State includes 16 Faction cards, 84 Location and Contact cards, and 198 cardboard tokens. ![]() ![]()
Back to Board Games Page Back to Card Games Page |
![]() Are you ambitious and cunning enough to rule the city of Cadwallon? In the revised edition of Arcana 2-4 guild leaders send their loyal Agents into the districts of Cadwallon to entice, bribe, or win over powerful citizens, buy precious treasures, and utilize locations. Whichever player earns the most victory points wins! ![]() ![]() This vibrant game creates a fantastical atmosphere for players to enjoy while they attempt to best their opponents through strategic card play. Make your guild the most influential by winning Stake cards and strengthening your deck with impressive Personalities, advantageous Locations, or tempting Relics to use in bribery. ![]() The revised edition of Arcana introduces two new guilds, and six new rule options for players to choose from, or play with them all for a more challenging experience. Players can customize their guild, fulfill objectives, recruit Militia, invoke the ability of their Guild Masters, affect game play through random events, or optimize tactical strategy through card discards. Which variant will you use in your game? ![]()
|
![]() "Chrononauts Lite" Now you can jump into the action of the Back to the Future movies, with this ingenious new time travel card game! Play as the descendants of Marty McFly, Biff Tannen, Doc Brown and others, as you travel back to the events depicted in the movies. Your mission is to make sure pivotal events are not changed by other time travelers before time travel itself gets un-invented. Using a unique, patented game mechanic for simulating time travel, Andrew Looney now puts you in the driver's seat of the famous DeLorean! 100 cards, instructions, in a two part box. ![]() |
![]() Designed by Andrew Parks. The tales of King Arthur and the Knights of the Round Table have inspired artists, scholars, and dreamers for over a thousand years. Now you can relive the legends of Camelot by sending powerful knights to mysterious lands in order to accomplish the world's greatest adventures! Camelot Legends is a fast-paced, non-collectible card game for 2 - 4 players, featuring over 100 different cards with illustrations from leading artists such as Ed Beard Jr., Quinton Hoover, Donato Giancola, Mark Poole, Melissa A. Benson, Mark Evans, Raven Mimura, and more! Throughout the game, players assemble companies of knights and other characters who attempt to complete quests and overcome their enemies at Camelot, Cornwall, and the Perilous Forest. When the final adventure is complete, the player with the most Victory Points wins the game! There are three levels of play included in the game: white icon cards are for beginners, introducing one to the mechanics and to get one familiar with the characters and events. When comfortable with the game, add the blue icon cards for the standard game, which includes the Final Events and the special cards like Excalibur, High King and Love Potion. Finally, add the red icon cards for highest interaction between characters. ![]() Contents: 100 cards, 3 Location cards No. of players: 2-4 Ages: 13+ Playing time: 60 minutes ![]() ![]()
Back to Card Games Page |
![]() Citadels is a game of nobles, intrigue, and cities for 2-7 players, playable in 20-60 minutes. The current printing of Citadels includes the Dark City expansion detailed elsewhere - look for the purple logo on your box lid if you're not sure if your copy includes the Dark City. Citadels with the Dark City Expansion includes:
Back to Board Games Page Back to Card Games Page |
![]() The players draw cards from a card supply in the middle of the table. During the game, the players try to specialize in a few colors, as at the end of the game, a player can score plus points for only 3 colors; the rest score minus points. The more cards a player has of a color, the more points he scores. The player with the most points wins.
Back to Board Games Page Back to Card Games Page |
![]() Genre-bending; dice-less. The totally immersive feel of a RPG in a simple, elegant card game. A perfect balance of cooperative gameplay and back-stabbing goodness. An artifact of untold power lies in your hands. To claim it, you must escape the caverns alive. No less than nine horrific beasts stand in your way - that, and the greed of the other players. In this game of kill-stealing, you decide whether to swing for a whopping 50 points of damage - or hold back, awaiting a more opportune time to strike. Only the final blow matters if you are to score the kill. Hold back or sabotage other's plans too much - and the entire party will die, without a winner. ![]() "Without teamwork, you will never survive. Without betrayal, you'll never win." Cutthroat Caverns is played over 9 rounds, each with a random encounter. Each round, any monster encountered will have a prestige value of 1 through 6. The player that successfully jockeys for position and lands the killing blow gets the prestige value for the encounter. Some encounters will not have a specific monster, such as a trap room for the heroes to pass through (and in this case, earning no prestige). The surviving player with the most prestige after the 9 encounters is the winner. If the players do not survive all 9 encounters, no one wins the game. A unique combination of cooperative game play and opportunistic backstabbing. ![]() ![]()
Back to Board Games Page Back to Card Games Page |
||
![]() You’d thought you’d seen the worst of it - until the entire party plummeted to the lower lairs; a series of caverns that are deeper, darker and more dangerous than any you’ve yet known. But it’s the danger from within that you must concern yourself with now. To see daylight again, you will need to use every skill and ability at your disposal. Remember... Without teamwork, you will never survive. Without betrayal, you’ll never win. Welcome Back to Cutthroat Caverns. ![]() Deeper & Darker is the first expansion to Cutthroat Caverns and further extends replay value with 15 new Encounters. Like in the core set, these Encounters all have a very different feel and require new strategies to overcome - both as a group and as an individual. As is implied by the title, these new critters are more challenging than ever and will put your party to the test. You may find yourself playing backwards in time against PARADOX, be tempted one too many times by ASHTONGUE THE CRUEL, or find that seven heads are not better than one with the HYDRA.
Back to Board Games Page Back to Card Games Page |
||
![]() Our critically acclaimed game of dungeon delving, kill-stealing and cooperative - backstabbing becomes even more challenging with the inclusion of a NEW game mechanic, an Event Deck that makes even the most familiar Encounters new again. And mixed among the Events are ways to earn powerful new Relics that confer game changing abilities upon their owners. Plus, this set includes 15 of the deadliest creatures yet! Can you resist the lure of a 14-card hand? Will you succumb to the PVP inducing effects of Voodoo? Or will you become a horrific beast yourself in the final moments and turn on your companions? ![]() Relics and Ruin is the second expansion to Cutthroat Caverns and what an expansion it is! First, let me highlight the fact that several of the Encounters and the inspiration for the Event Deck came from you, the fans, in our Create an Encounter Contest. Sure, we beat 'em into shape - but these amazingly compelling encounters get right at the heart of what players wanted - because players created them. And as you will see, they are deadlier than ever - with many new and unique ways to challenge players to work with and against each other. Plus, the Event Deck is an inspired way to keep the game evergreen. Sure you may have faced the Boogens countless times, but thanks to an Event card, some dark power may have them swinging for double damage or you may find yourself in close quarters with a gimped hand. Or perhaps your next run in with Fear will lead to a friendly side wager about who can swing hardest in a given turn - with added Prestige on the line. To balance the harsher environment, you will be able to earn powerful Relics. Unlike the Items in the base game, many of these items have game-long abilities to give you an edge over your companions. For example, Vampiric Bracers grants the ability to gain life for powerful attacks, while Talisman of Renown gains an additional Prestige Point every time you gain Prestige. But items of this magnitude aren't just lying around, they must be earned. Perhaps it will require a sacrifice of life to claim one or maybe playing the last action card before the creature dies is the key. It sets up an interesting situation in that you may find yourself deciding between taking action to score a kill - or a Relic.
Back to Board Games Page Back to Card Games Page |
||
![]() Cutthroat Caverns has often been described as a diceless RPG game and that has never been closer to the truth than with this expansion. For, introducing players to the devastatingly cruel new monsters, thought provoking additions to the Event deck and even more hugely powerful Relics, are two action-packed, full-on Adventure Modules. Just living and having the most Prestige may no longer be enough to secure a win. And living is no easy matter. Ragnarok the End Bringer is aptly named. Greed allows any Attack card to be played as a Critical Miss. The Lich will turn fallen friends into fallen fiends. All that and you need to effect a rescue too. ![]() What makes this set truly unique is a whole new way to play the game. Included within are two Adventure Modules, The Lady of Magtherium and Mad God's Maze. Yes, these are self guided (no gamemaster needed, you can all play) full blown adventure stories. Yes, they each have a unique plot and multiple possible endings. It is a 'choose your own path' styled module with decisions to make and consequences for your actions. There is far more to it than in the base game of completing 9 Encounters. You must solve puzzles and avoid traps between the Encounters, decide marching order or who among you will take an action (and it may matter who), and determine through the course of your actions how the story will unfold. And in classic style, a big boss battle awaits you. Moreover, there may be new winning or losing conditions. For example, in The Lady of Magtherium, you discover a noblewoman (an NPC) whom you must rescue to win. She won't fight, but can be hurt - and if she dies, you all lose.
Back to Board Games Page Back to Card Games Page |
||
![]() This Adventure Module for Cutthroat Caverns uses a 'choose-your-own-path' style book to overlay an exciting new dimension to the game. It features a fun narrative in which characters have to make real decisions that will effect the outcome of the story, solve riddles, overcome traps, encounter familiar creatures in a whole new way -- and, importantly, will face new winning and/or losing conditions. The result is a far richer gaming experience. The book comes with two all new Encounter Cards exclusive to this adventure, but fully usable in the core game as well. The Encounters are new 'Boss' type encounters that become placed at the bottom of the stack to be faced as the final encounter. The Adventures: Savage Arena - You and your party of adventurers are chained, neck to neck, as prisoners of Big Boss Gronkk. You must work together to survive a lethal coliseum of traps and monsters before the strongest among you earns the right to win your freedom. Errand of Evil - Your mysterious employer sends you to the stronghold of his rival to steal everything you can, for among his treasures is the one relic that can restore his misshaped body. The relic can change form, so you need to bring all you find - but will his secret be your undoing? Back to Board Games Page Back to Card Games Page |
![]() Click for Cthulhu Page A fun party game for a group of 5-30 people to play! The rules of the game can be learned in less than 3 minutes. One person acts as moderator, overseeing a village of people, one (or more) of which are secretly Cthulhu worshippers! The worshippers begin sacrificing other villagers one by one. Deceive your friends and lie through your teeth while experiencing a truly unique game. Back to Board Games Page Back to Card Games Page |
![]() Fluxx Version 4.0 The Card Game With Ever-Changing Rules has changed again! Fluxx Version 4.0 has many cool features:
Back to Board Games Page Back to Card Games Page |
||||||||
![]() Sometimes you get the Bear, sometimes the Bear gets you. There are 4 kinds of cards in EcoFluxx:
Back to Board Games Page Back to Card Games Page |
||||||||
![]() Zombie Fluxx takes the award-winning card game Fluxx and cranks up the fun with a Zombie uprising. The Zombies arrive in the form of a new type of card, called the Creeper, which hangs around in front of you, preventing you from winning. The good news is, the Keepers include a Shotgun and a Chainsaw and various other things you can use as weapons against the Zombies. Plus you've got Sandwiches and Coffee and a couple of Friends to help you win. The bad news is, if your Friends become Zombies, you'll have to destroy them. Welcome to the dark side of Fluxx, the card game of ever-changing rules!
Back to Card Games Page |
![]() The revolutionary card game where you win by getting a head. This irreverent and humorous card game takes place during the French Revolution. Players represent rival guillotine operators ving for the best collection of noble heads over three rounds. Each round, twelve nobles are lined up for the guillotine. The nobles are worth varying points, depending on their notoriety. During your turn, you play action cards to change the order of the line so you can collect the best nobles. The player with the most points at the end of the game wins. Will you be skillful enough to bribe the guards to collect Marie Antoinette? Or will you lose points for beheading the Hero of the People? Heads are going to roll! ![]() Then let them eat cake...
Back to Card Games Page |
![]() They're all around us. Secret conspiracies are everywhere, and where can you find the only truth? Certainly not in the game of Illuminati. Fnord. The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss bank account to smash the IRS! Two to six players compete to grab powerful groups and increase their wealth and power. No ploy is too devious, no stratagem too low, as you scheme your way to victory. Start your plot for world domination with Deluxe Illuminati. This new edition features full-color cards and improved money chits . . . but it's the same game you know and fear, of secret conspiracies battling for world control. ![]() "They" said you will order today! Back to Board Games Page Back to Card Games Page |
||||||
![]() Even though the Y2K bug failed to knock civilization into a new stone age, it did inspire 109 cards for Illuminati - inflicting another layer of weirdness on the already terminally weird. Add Alien Abductors, Cattle Mutilators, Gamers, and 73 other groups to your power structure. Twenty-six Special cards and two Illuminati groups - Shangri-La and SubGenius - further the frenzy. Illuminati Y2K delivers even more ways to beef up your Illuminati and its puppets. Use High Fashion to channel megabucks to Discordia, or Computer Dating Services to add extra cards to the Network's hand. Play Red Scare, May Day, or Political Correctness to generate additional income or pump up Resistance, but only for one Alignment. Add your favorite organization, urban legend, or personality with the six blank Group cards. Plus: Ninjas! ![]() Back to Board Games Page Back to Card Games Page |
||||||
![]() Bavarian Fire Drill is the long-awaited expansion for Illuminati. It adds 110 new cards illustrated (mostly) by the redoubtable Dan Smith. Control new and terrifying groups like Bloggers, Reality Shows, and Intelligent Design. Will you use Embedded Reporters and FEMA to destroy the Webcams, or will you be defeated by Bird Flu and Bobbleheads? Fans of the mega-hit INWO will recall the Deprogrammers and Science Alarmists, as well as more of the best groups from the best-selling conspiracy CCG. BFD also introduces a new kind of card: Artifacts! Some are magical, some are technological, some are just . . . strange. But all of them give their owners an unfair advantage in the struggle for world domination. Hitler's Brain, the Spear of Longinus, the Screaming Meme - and these are just the beginning. Bavarian Fire Drill. You know what it means, but your cover demands you pretend not to . . .
Back to Board Games Page Back to Card Games Page |
||||||
![]() It's getting easier to find the conspiracies all around us. Just look at the news. Illuminati: Mutual Assured Distraction is about today's headlines. Supermajority, Health Reform, Bank Collapse, Superpatriot Act, Economic Stimulus – they're tools for world control. You knew it all along, didn't you? This set introduces "New World Order" cards to the classic Illuminati game. A NWO card affects all the players, not just the one who put it down. This mechanic first appeared in the collectible card version of Illuminati. You liked it then – so here it is for the original game. Illuminati: Mutual Assured Distraction contains 18 NWO cards to boost, penalize, and offend major political and social groups of all kinds. There are also five special cards to trigger, add, or remove NWO effects. Back to Board Games Page Back to Card Games Page |
![]() This new game by Cal Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well! To win, you must score achievements, which you can attai by amassing points or by meeting certain criteria with the innovations you have built. Plan your civilization well, and outmaneuver your opponents, and you will achieve victory! ![]() ![]() ![]()
Back to Board Games Page Back to Card Games Page |
|||||
![]() Innovation: Echoes of the Past is the first expansion to 2010's hit game, Innovation. The expansion contains 110 new cards, which supplement the original game and allow for the addition of a fifth player. Echoes of the Past is not a standalone game, it requires the base set to be played. The box is the same size as the base game, but blue, and the price also remains the same. Note: This is not a complete game and requires the base game to play. ![]() ![]() Description from Board Game Geek: Innovation: Echoes of the Past is an expansion for Carl Chudyk's Innovation, released in 2010, that mirrors the construction of the earlier game as both include 110 cards, 105 cards that are divided into different decks (labeled age 1 to age 10) and five cards that show special achievements that can be claimed. The expansion's 110 cards are all new. In loose terms, Innovation is a Civilization-style game in which players first have access to low-powered cards in age 1, then build up to more powerful cards in later ages, stacking new acquisitions on old to build the strength of their holdings. Players meld cards, score points and take special actions (called "dogma actions") unique to their cards in play in order to claim achievements. The first player to claim 4-6 achievements, depending on the number of players, wins the game. Innovation: Echoes of the Past changes game play from the base game in a number of ways. First, the number of cards in each age deck is determined by the number of players, instead of being constant. Second, to create the age decks, players shuffle together the cards from the base game and expansion for each age, then deal out the proper number of cards. Third, the maximum player count is increased to five. Fourth, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that's from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
Back to Card Games Page |
![]() Following the collapse of the Han Dynasty, warlords backed rival claimants to the Chinese throne, while others sought influence among the merchants, nobles, farmers, and bureaucrats. In this game, players blind bid each round to claim Dynasty cards in order to control the Emperor, Heir, Palace, Market, and Harvest. However, the heavens, in the guise of the Celestial Dragon, can disrupt the best-laid plans. The game ends as the Emperor dies and whoever gains the most influence will ascend the throne. Contents: 110 cards, 18 tokens No. of players: 2-5 Ages: 12+ Playing time: 40 minutes ![]()
Back to Board Games Page Back to Card Games Page |
![]() Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run. Admit it. You love it. This award-winning card game, designed by Steve Jackson, captures the essence of the dungeon experience . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . . And it's illustrated by John Kovalic! Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they're laughing, you can steal their stuff. Munchkin won the Origins award for Best Traditional Card Game of 2001! Back to Board Games Page Back to Card Games Page |
![]() The Munchkins are back - but now they're in space! Now they're Mutants, Androids, and Cat People . . . grabbing Lasers, Vibroswords, and Nova Grenades . . . fighting Fanged Fuzzballs, Bionic Bimbos, and the Brain In A Jar. This is a complete game using the best-selling Munchkin rules (with a few new twists like Sidekicks). Yes, it CAN be combined with Munchkin! And, of course, it features the twisted humor of Steve Jackson and the wacky cartoons of John Kovalic. Back to Board Games Page Back to Card Games Page |
![]() Star Munchkin 2 brings the epic saga of The Clown Wars to life, except with better acting . . . Star Munchkin took the rules-bending, power-gaming, dungeon-crawling insanity of the original Munchkin and put the whole thing in space, where the monsters are more alien, the weapons more zappy, and the treasure -- well, there's still piles of treasure. Strap on the Sprayser or X-Rayser and go ray-gunning for new monsters like the Nerds of Prey! Play a new race (the Bugs) or class (Space Ranger!), and do it all with Ralph, the Wonder Dog, by your side. Star Munchkin 2 -- The Clown Wars also has a new card type: Rooms. Just open the door, and . . . "oh, noooooooooo . . .!" The Clown Wars is a supplement for Star Munchkin; you will need the original game to play. Or you could add it to a game of Munchkin (or any of the Munchkin family!) instead, or mix them all together for a Munchkin-fest of truly mind-bending proportions! Back to Board Games Page Back to Card Games Page |
![]() Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets. Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now, it's the superheroes' turn! Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension - from the wimpy Bucketman all the way up to Big Ol' Planet Eater Guy himself - and TAKE THEIR STUFF! With the Electro-Mento-Hat, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you. Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha! Back to Board Games Page Back to Card Games Page |
![]() If you loved Munchkin . . . look out. Here they come again. "I'm a Ninja with the Dragon Tooth Katana!" "I'm a Monk with the Sai of Spleen Mangling. Fear my Drunken Monkey Kung Fu!" "I'm a Yakuza with a gun. Run away!" The Munchkins are back! Now the game is chop-socky Hong Kong action. The characters are Samurai, Ninja, Yakuza, and Monks. The foes are mooks, demons, and assorted bad guys from all the worst martial arts films you've ever seen. Collect treasures and learn new styles to build up your character's powers. Kill the monsters, take their stuff, and be the first one to 10th level! Created by Steve Jackson. Munchkin Fu is completely compatible with the entire Munchkin line. Back to Board Games Page Back to Card Games Page |
![]() Now available . . . another stand-alone Munchkin game! Munchkins have hacked their way through dungeons, kung fu temples, starships, haunted houses, and super-foes. Now they face their greatest challenge – Cthulhu! Will they survive? Will they retain their sanity? Will they . . . level up? Munchkin Cthuhlu is a stand-alone game in the Munchkin line, this time lampooning Lovecraft's Mythos and the horror gaming that surrounds it. Brought to you by Steve Jackson and John Kovalic, this set features four new Classes – including the Cultist – and a lot of classic monsters from outside reality. And they all have Stuff you can take from their twitching bodies. You can play Munchkin Cthulhu by itself, or combine it with any number of other Munchkin games for mind-bending silliness. Back to Board Games Page Back to Card Games Page |
![]() Oh, give me a home where the Jackalopes roam And the Dudes and the Buckaroos play, I'll slay and I'll loot, give the monsters the boot, And the dice are not loaded, no way. The Good, the Bad, and the Munchkin opens a whole new frontier - the Wild West! Forget dragons and goblins - Jackalopes and Davy Croc have just as much treasure. Those plains may seem wide open, but there's lots of monsters to kill, and lots of stuff to take. Become a Cowboy with a Twenty-Gallon Hat, or an Indian on a Catamount. Fight Wild Bill Hiccup, the Killer Jalapeno, and a Barber Shop Quartet. Take The Annual Bath for an extra level. Or just pal around with your sidekick the Greenhorn, until you sacrifice him to distract a monster. The Good, the Bad, and the Munchkin is the next stand-alone game in the award-winning Munchkin line. Steve Jackson and John Kovalic have teamed up again to put puns to paper like no one else can. Head 'em up and move 'em out, and get ready to wander the Grim Roper into somebody else's combat and make him "Rootin' Tootin'" for +10 . . . Back to Board Games Page Back to Card Games Page |
![]() There are lots of ways to keep track of your level in Munchkin - coins, pretty glass stones, even candy (which has its drawbacks if your rivals eat your levels when you look away). You could just "remember" your level, but would you trust some other player who tried that? We didn't think so. In the end, most gamers use a good old 10-sided die. And now we've got the ultimate, creme de la creme of 10-sided dice - six of them, all different colors! - in the Munchkin Dice set! These oversized (35.6mm), swirly-shiny 10-siders all have the victorious Super Munchkin's picture in place of the "0". When you reach Level 10 and claim victory, everyone will see that YOU are the ultimate Munchkin And new dice just cry out for a new random-results table. So here it is. You'll like it (heh, heh) . . . And finally, there are 14 brand-new, never-before-seen Munchkin cards to make your character even more overpowered. Try adding "Master" to your Class, earning you extra Treasure! Or become a "High" or "Dark" member of your Race! Or if you lose a battle, you can play "Rocks Fall, Everyone Dies"(featuring guest art from Something Positive's Randy Milholland!) - Everyone else shares your pain and loses a level! And if you die, everyone dies!!" There's more - of course - but you're going to have to roll the Munchkin Dice to get them! Munchkin Dice SOLD OUT! Back to Board Games Page Back to Card Games Page |
![]() Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . . Fairy Dust is a 15-card expansion for classic Munchkin. It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color. Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get your hands on. And at less than three bucks, it's a no-brainer! All packs contain the same 15 cards. Munchkin Fairy Dust 15 more cards... No. in Stock: 3 Price: $2.80 Qty: Back to Board Games Page Back to Card Games Page |
![]() Munchkin Booty introduced Ships to the world of Munchkin. Fans immediately asked why we didn’t have Ships for Star Munchkin as well. So now we do! Star Munchkin: Space Ships lets players have the Horsefly, the Starfurry, or the USS Secondprize. They can buff their ships with a Quad-Mounted Laser or a Bridge. And they can let their new Sidekick, Otto, do the flying for them. Star Munchkins are more overpowered than ever with Star Munchkin: Space Ships! This is a single finseal booster pack containing 15 cards. Back to Board Games Page Back to Card Games Page |
Learn How to Play Nature of the Beast (pdf file) Prepare to UNLEASH THE BEAST! Take control of an animal army fighting for total domination! Be the first to fill your playing field with animals and claim victory! In the process, you'll be solving a challenging puzzle as you try to move your recruits as permitted to fill the empty spaces in your field. Be warned though, unless you control your combative instincts you may lose everything to your Dark Nature... Nature of the Beast (NotB) is a strategic expandable card game available in two exciting Battle Boxes. Each Battle Box is a stand-alone, two-player game. "Forest vs. Farm" pits the combative animals of the woods against the treacherous animals of rural America. "City vs. Suburb" sets the street-wise animals of the concrete jungle versus the tricky animals of suburbia. Battle Boxes are fully compatible! NON-Collectable! No booster packs. No rarities. Just a sweet card game in a box. Puzzles! Race to fill your playing field by shifting your animals around. Animals' movement is governed by differing combinations of arrows on each card, so as you play the puzzle changes! Strategy! Winning means playing smart to fill your field, not playing 'whack-a-mole' against your opponent. Consequences! With each attack, you risk driving your army into the sinister region of 'Dark Nature'. While an easy path to more power, this can lead to the destruction of your army if allowed to go too far! Humor! The ONLY game where a hamster can take out her opponent's playground with a gasoline can!
Back to Board Games Page Back to Card Games Page |
|||
![]() As commanders of the Cosmic League, the players use their spaceships to transport goods and passengers between the six planets. For this they receive a certain number of Megagalax (1 Megagalax equals 1,000,000 Galax, the currency unit of the Cosmic League). The players may spend the earned Megagalax to buy technologies to facilitate their tasks. But they must not forget the main objective of the game because the first player who reaches a total of 70 Megagalax will win the game. A strategic two player game set in one of the most prolific and best selling universes in science fiction. Discover Perry Rhodan and the Cosmic League for yourself! ![]() ![]() ![]()
|
![]() Are you looking to rule the galaxy? The Portable Galactic Empire is a new game from Castle Games. In it, you are trying to build the best empire you can out of the cards you draw. You know you're the best empire if you've built 5 monuments to your own glory! Of course, with only 8 monuments in the deck you might have to persuade one of your opponents to give you a monument. We find large fleets of ships to be very persuasive. Alternatively, if you don't feel like building monuments, you can be the best galactic empire by being the only galactic empire. Wiping out your opponents is always an option. This game plays in 1½ to 2 hours, and is suitable for ages 12 and up. It has a quick learning curve. Once you've played it once, you will understand the rules. But that doesn't mean it doesn't have numerous possible strategies. You can play it a dozen times, and not have explored all the options.
Back to Card Games Page |
![]() In Race for the Galaxy, players build galactic civilizations with cards that represent worlds or technical and social developments. Each round consists of one or more of five possible phases. In each round, each player secretly and simultaneously chooses one of seven different action cards and then reveals it. Only the selected phases occur. For these phases, every player performs the phase’s action, while the selecting player(s) also get a bonus for that phase. For example, if at least one player chooses the Develop action, then the Develop phase will occur; otherwise it is skipped. In it, each player may simultaneously select a development from his hand of cards to build. After revealing the cards, each player adds his development to his tableau of cards on the table and then discards cards from his hand equal to its cost. Each player who chose Develop discards one card fewer as his bonus. Explore allows a player to draw cards and select which of them to add to his hand. Settle allows a player to place a world in his tableau. Some worlds produce goods, represented by face down cards, when Produce is selected. These goods can be discarded for victory points or sold to add cards to the player’s hand by selecting Consume. With cards, players can settle new worlds and build more developments, gaining both victory points and card powers that provide advantages in certain phases. The player who best manages his cards, phase and bonus selections, and card powers to build the greatest space empire, wins. ![]() •Number of Players: 2-4 •Ages of Players: 12+ •Length: 30-60 minutes
Back to Board Games Page Back to Card Games Page |
|||
![]() As knowledge of JumpDrive spreads, an ancient race stirs, while another flees a world doomed by a dying sun. The Imperium grows in strength, provoking further resistance and the hiring of mercenaries. Can you build the most prosperous and powerful space empire in a galaxy on the brink of war? ![]() Game Contents:
|
|||
![]() As the Imperium crushes outlying systems, Rebel worlds begin to ally, politcally and militarily. Meanwhile, the Uplift Code, within the genomes of the Alien Overlords' former servitor races, is being sequenced. Can you build the most properous and powerful space empire in a galaxy where border conflicts rage? Game Contents:
Back to Board Games Page Back to Card Games Page |
|||
![]() As conflicts spread, galactic prestige becomes all-important, both to extract concessions and to fend off attackers. Meanwhile, the Alien departure point is located and the Uplift Overseers arise. Can you build the most prosperous and powerful space empire in a galaxy on the brink of total war? This expansion adds new start worlds, goals, game cards, and rules for galactic prestige to Race for the Galaxy and its first two expansions, The Gathering Storm and Rebel vs Imperium. New solitaire game counters and drafting rules for six players are also provided.
Back to Board Games Page Back to Card Games Page |
![]() The Resistance is a very intense social deduction game for 5-10 players. While it shares similiarities with games like Werewolf, Mafia and even Battlestar Galactica it has many very unique features such as a quick 30 minute play time, no moderator required and no player elimination. Set in the near future, The Resistance pits a small group of resistance fighters against a powerful and corrupt government. The resistance has launched a series of bold and daring missions to bring the governement to its knees. Unfortunately spies have infiltrated the resistance ranks, ready to sabotage the carefully crafted plans. Even a single spy can take down a resistance mission team, choose your teams carefully or forever lose your chance for freedom. ![]() Included in this release is a full expansion - "The Plot Thickens" is 15 additional action cards that increase the pressure and pacing of the game, and requires the spies to be even more deceitful if they are to achieve victory. The Resistance artfully balances pure deduction elements with the social elements into a game that creates the adreniline filled moments of high stakes poker but in a full interactive and social event. Its not for the faint of heart, or slow of mind - but if you are quick on your feet you'll be proud of your hard fought victories.
Back to Card Games Page |
![]() Seven Dragons is a fast domino-like game, where players attempt to be the first to create a connected territory of seven panels of their dragon. Secret Goals add the opportunity to bluff, and with aggressive Action cards in the mix, subterfuge is a necessity! Seven Dragons features original paintings by Larry Elmore, the greatest dragon artist in the fantasy industry today! Each player is given a secret goal card of one of the five colored dragons: RED, GOLD, GREEN, BLUE, and BLACK. The cards are played on the table connected like dominoes, with each player trying to win by connecting seven panels of their dragon. Action cards allow players to shake up the action in five different ways and the WILD and SILVER dragons bring strategy to the table. The game is fast, fun, colorful, and easy to learn - with enough bluffing and strategy to keep adults engaged. Preschooler variations included for children as young as 3 years!
Back to Board Games Page Back to Card Games Page |
![]() Three-Dragon Ante is a fast-paced noncollectable card game for 2 to 6 players, based on the games of chance played by characters within the Dungeons & Dragons game world. Three-Dragon Ante can be played as a standalone card game when there isn't enough time for a full-fledged Dungeons & Dragons adventure, or it can be played as part of a roleplaying campaign-where the abilities of each player´s character give them a unique winning edge. ![]() Back to Board Games Page Back to Card Games Page |
![]() This fun card game updates the popular Three-Dragon Ante™ card game, adding new cards and new ways to foil youropponents! Designed for 2-6 players, Three-Dragon Ante: Emperor's Gambit showcases dragons and iconic character archetypes from the D&D world. Easy to learn and play, this game is great for everyone,from dedicated D&D gamers to poker fans to casual card players. D&D characters can also play Three-Dragon Ante: Emperor's Gambit within the context of any D&D campaign. In addition to the added cards and rules, this game also contains complete rules for the original Three-Dragon Ante card game. Contains 72 cards and a rule booklet. Back to Board Games Page Back to Card Games Page |
![]() Players who love new and interesting card games will love Tichu.It is simple to learn: one need only get rid of his cards. The basic game is played by two pairs of two partners each with the players of each team sitting opposite one another. During the game, the partners try to help each other score points and opportunities to lead. The game is played over several hands with the goal to be the first team to score a total of 1000 points.Although Tichu is primarily a partnership game for four, with the two packs of cards, Tichu is well suited for large groups, too. |
![]() Zombies, Ninjas, and Pirates, how Mad! Zombies are cool! Ninjas are cool! Pirates are cool! Mad Scientists are also cool! But the coolest thing is a card game where you get to play all four types while scoring points and getting nifty objects in your chest that make you cooler and help you win. In Zombie Ninja Pirates, players try to become four different types of people — Zombies, Ninjas, Pirates, and Mad Scientists. During the game they can collect objects to help them or hurt their opponents. Strategy is important, since players are limited on what they can do each turn. At the end of the game, a fast-paced lightning round can make or break the winner. Zombie Ninja Pirates Card Game No. in Stock: 1 Price: $12.15 Back to Card Games Page |