Sign up for our newsletter
Subscribe to our emails
Few names inspire fear in the citizens of Terrinoth like Ankaur Maro. As a young wizard studying at the Universities of Greyhaven, he quickly became known for his great skill and even greater ambition. This drive and disregard for boundares in pursuit of power became his undoing, Ankaur Maro was expelled from Greyhaven and disgraced. Not one to be deterred, Maro soon found himself in the inner circle of dark sorcerers, where he learned the secrets of flesh and blood and bone and death. Maro has found a new home in the service of Waiqar the Undying, his powerful dark magic a beacon of strength for the undying legion. The Ankaur Maro Hero Expansion comes with two Ankaur Maro figures for the Waiqar in the form of cavalry and infantry versions, as well as six upgrade cards, four for use with any army and two exclusively for Ankaur Maro. Seek ultimate power, raise the dead and overwhelm your opponent with mystic arts with the Ankaur Maro Hero Expansion. Â
£24.99 £13.50
The massive Carrion Worms that follow the armies of Waiqar the undying are not easily tamed, but those that are prove to be valuable assets for the carrion worm masters on the field of battle. Carrion Worms are swift for their size and inspire fear in the heartiest of WaiqarÂ’s enemies. The Carrion Lancers Unit Expansion features two Carrion Lancer Plastic Figures, one new and one identical to the core set, to expand your legions of the undead. The expansion also features eight new upgrade cards to improve your armies and crush your enemies underfoot. Â
£34.99 £18.90
Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the round.The Start Card and the three Goal Cards are placed onto the table, each seven cards away from the start and one card between each Goal Card. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.Players have cards in hand. On a player's turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass.The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.The miners are trying to build an uninterrupted path from the Start Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn't try and be too obvious about it, however, lest they be immediately discovered.Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.Once a player places a Path Card that reaches the gold, the round is over. The miners have won and receive cards with gold pieces as their reward.The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner.
£10.00
(Note: This listing covers only the expansion-only versions of Saboteur 2; for the Saboteur 2 listing that includes both the base game and the expansion, go to Saboteur (compilation editions).)In Saboteur, each player takes on the role of a gold-digging dwarf or a saboteur who wants to hinder exploration of the gold mines — but each player knows only his own role, so the digging may or may not go as planned!Each turn, a player either lays down a tunnel card to dig from the start card toward one of the goal cards (or potentially away, if a saboteur) or plays an action card to help or hinder someone. If the diggers manage to find the gold hidden under one of the goal cards, then the diggers share the loot found there; if the gold can't be reached before the deck runs out, the saboteurs profit instead. After three rounds, the player with the most gold wins.The Saboteur 2 expansion adds new role cards (the boss, profiteers, geologists) to the base game, new action cards (steal gold, change your role), and new tunnel cards featuring doors, ladders and bridges. What's more, the gold seekers can now be divided into teams — blue vs. green — and only those on the team that finds the gold score anything — assuming that anyone finds the gold at all, of course...
£10.00
Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece.In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color.Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them.The highest scoring window artisan wins!
£39.99 £36.00
Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece. In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color. Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them. The highest scoring window artisan wins!
£39.99 £36.00
Will your family’s stained-glass legacy stand the test of time? In Sagrada: Artisans you’ll compete as rival families, each chronicling your construction of the cathedral’s windows over a campaign spanning generations.Gain powerful abilities and unlock wondrous new tools that you’ll carry through the campaign...and beyond. By carefully drafting dice and coloring in spaces to most cleverly meet each window’s restrictions and objectives, you will be victorious!
£74.95 £67.50
A tactical ship-to-ship miniature game, inspired by the best-selling Wings of Glory system. It features assembled and painted ship models, ready to play out of the box, and a game system designed to accurately represent battles at sea between the large sailing ships of the past centuries. The first series of Sails of Glory is set in the Napoleonic Age, an iconic period for naval wargaming.
£119.99 £108.00
This 13-piece plastic set makes one Captain Adrax Agatone and is supplied with one Citadel 40mm round base.
£29.00 £26.10
This kit contains 2 frames, each containing the following:- 5x Salamanders Mk X power armour shoulder pads (designed for use with Hellblasters/Intercessors)- 1x Salamanders Mk X power armour shoulder pad (designed for Characters or Sergeants from Hellblasters/Intercessors squads)- 2x Salamanders Gravis armour shoulder pad (designed for use with Aggressors)- 1x Salamanders Gravis armour shoulder pad (designed for Characters or Sergeants from Aggressors squads)- 2x Salamanders character bare head (one featuring a rebreather)- 1x Salamanders helmeted head- 1x left arm holding a thunder hammer- 1x right arm holding a hand flamer- 1x flaming brazier to be mounted on a backpack- 2x items to be added to models' beltsThe set also contains 2 transfer sheets including Chapter, squad and vehicle transfers, as well as campaign badges, squad numbers, rank and honour markings.
£18.50 £16.70
£29.00 £26.10
Accuse and defend your fellow townsfolk as you hunt down the witches of Salem. Act fast, before conspiracy turns you against your own. The year is 1692, and it is a perilous time to live in the town of Salem, Massachusetts. One wrong step, or one misplaced accusation, and you could be the next witch to hang. "Salem" takes players into this perilous world and lets them re-live the tension, politics, and religious extremism that still has people talking about it 300 years later. The game is packaged in a faux book box that closes magnetically. The game, disguised as a worn out leather book, can easily hide on your bookshelf and masquerade as an antique. Players can play as prominent villagers from the old Salem town, and even read their bios in the instruction manual. The servant girl Mary Warren, pastor Samuel Parris, farmer John Proctor, storyteller Tituba, and beggar Sarah Good are some of the 12 characters featured in the game. Players, each acting as one of these unique characters, are given 3-5 Tryal cards (depending on the number of players). These Tryal cards reveal the true identity of each player, "Witch" or "Not a Witch." During gameplay, players gather cards that they use to accuse, or defend, other players. Deciding who to trust is key to survival, since you can never play a card on yourself. When you suspect someone to be a witch, you can begin accusing them with red accusation cards. When enough accusations have been placed on one of the players, the player who lays the final accusation chooses one of that player's Tryal cards to reveal. Once all "Witch" Tryal cards have been found, the villagers of Salem win. Players can also use green and blue cards such as "Alibi", "Stocks", "Matchmaker", "Asylum", and "Scapegoat" to help or hurt their allies or enemies. As players draw cards, they will eventually draw black cards that take immediate effect. One black card, "Night", forces all players to close their eyes while the Witches choose someone to eliminate and the Constable chooses someone to potentially save. The other black card, "Conspiracy," forces all players to take a face-down Tryal card from the player to their left. Killing witches quickly is essential, otherwise "Conspiracy" may soon have the whole town turned evil. Before long, accusations will be flying, and screams of "She's a WITCH!" will wake the neighbours. Will you be the hero who purges your town of witches, or will you be wrongly accused and hung for witchcraft? Or perhaps you will be a witch yourself, escape conviction, and bring Salem to the ground. Volume 1 in the Dark Cities Series by Facade Games
£25.00 £22.50
Subscribe to our emails