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Board Game Geeks Top 100 Board Games

285 products

  • Save -30% TIME Stories Revolution: Experience

    TIME Stories Revolution: Experience

    3 in stock

    TSR-Experience (TSRE) is a box with mysterious content that aims to enrich your immersion and your involvement in the main narrative arc that encompasses each scenario. I think that only TS enthusiasts have already taken the time to read mission returns on the SpaceCowboys website, a sort of debriefing with your BOB instructor summarizing the mission accomplished in more detail, while preparing you for the next one.Because TS scenarios do not have an imposed order, you can discover pieces of the main story in a timeline that belongs to you. "Experience" aims to embed and enrich the content of this blue cycle. You can discover more details about the environment where you live or customize your agents.This last point leaves me pensive ... Can one envisage a system of progression of the heroes in the form of experience, of cosmetics as in the video games, or then in a narrative frame retracing multiple choice paths, like a book of which you are the hero ?The SpaceCowboys' thinking around this "Experience" box is to allow players to appropriate the adventure of Time Travelers as they see fit.If you are inspired and attracted to the theme of a particular scenario, you can dive as usual, discover its secrets and mysteries, experience a thrilling adventure and tidy the box. The unique use remains within the reach of those who feel closer to the theme of a scenario than the history of the game.With "Experience", it is rather the players eager to deepen their knowledge of the Lore of TS, its characters, history in the stories, which are targeted.The best part of all this is that the box "Experience" seems to be able to adapt to our progress when we decide to use it, regardless of the order of the scenarios already played or the one from which we go. get it.

    3 in stock

    £17.99 Â£12.60

  • Ticket to Ride Map Collection 8: Iberia & South Korea

    Ticket to Ride Map Collection 8: Iberia & South Korea

    Out of stock

    Ticket to Ride Map Collection 8: Iberia & South Korea gives you the chance to set up rail networks on two peninsulas with wildly different settings.On the Iberian peninsula, players start the game by drafting six destination cards, then keeping four of them — a process they repeat before the train deck runs out the first time. While you're trying to fulfill those eight destination cards with only 35 trains, you can possibly pick up festival cards along the way. The deck is seeded with 54 festival cards, and when one is drawn, you place it next to the city on the game board. If you build a route that connects to one or two cities with festival cards, you choose one of those cities and collect all of the festival cards near it. The more you collect from a city, the more they're worth at game's end!In South Korea, you start the game as in Iberia by drafting six destination cards, then keeping four of them. All of the routes are grouped by color: blue in the northeast, yellow in the northwest, and so on. When you claim a route, you can also place one of your trains on the province mat on an empty space of the matching color showing the number of cards you played of that color; you can play more cards than required to claim a route should you want to place on a higher number. Additionally, each player has a set of "express train" cards (+1, +2, +3), and you can spend a card on your turn to either draw more train cards, draw more destination tickets, or claim a higher number on the province mat. At game's end, evaluate each color on the province mat, with the player (or players) with the highest sum of values claimed earning bonus points.

    Out of stock

    £35.10

  • Ticket to Ride Legacy: Legends of the West

    Ticket to Ride Legacy: Legends of the West

    Out of stock

    In Ticket to Ride Legacy: Legends of the West, players embark on twelve journeys across North America as 19th century pioneers. The campaign begins on the East Coast, with players working their way to the West from one adventure to the next, meeting challenges along the way. As in Ticket to Ride, completing your tickets will remain your primary goal, but you will need to develop other skills if you hope to overcome the unexpected events and your resourceful rivals. Game after game, route after route, you will continuously fill your vault with earnings. As the story progresses, you will open frontier boxes that unlock new rules, content, and many more surprises.In the Legacy style, Legends of the West is a unique experience molded by player choices. Each player has their own role to play, allowing them to change the way the story unfolds around them. Combined with evolving mechanisms that change as the game progresses, players will have a new experience every time they gather around the board.At the end of the twelve games in this legacy campaign, you will have transformed your game into a unique copy that you can continue playing for a lifetime.—description from the publisher

    Out of stock

    £90.00

  • Save -10% The Quacks of Quedlinburg: The Alchemists

    The Quacks of Quedlinburg: The Alchemists

    Out of stock

    The Quacks of Quedlinburg: The Alchemists introduces nightmares, obsession, and hysteria to The Quacks of Quedlinburg base game, with players working in new laboratories to distill essences that can free the citizens of Quedlinburg from these afflictions.The Alchemists can be played with only the base game or combined with The Herb Witches expansion.

    Out of stock

    £23.99 Â£21.60

  • Save -10% Terraforming Mars: Prelude 2

    Terraforming Mars: Prelude 2

    2 in stock

    Terraforming Mars: Prelude 2, the sixth expansion for Terraforming Mars, focuses on cross-expansion effects, prelude cards with ongoing effects and actions, and more project cards for your tableau...not to mention five new corporations.Most of the cards are specifically connected to other expansions of Terraforming Mars (Venus, Colonies, Turmoil), but the 5 Corporations and 15 of the Prelude cards are playable without any of these other expansions.The Kickstarter Edition includes the Prelude 2 KS Promo Pack of 20 promo cards (Prelude, Corporation and Project cards).

    2 in stock

    £25.00 Â£22.50

  • Terraforming Mars: Amazonis & Vastitas

    Terraforming Mars: Amazonis & Vastitas

    Out of stock

    A double-sided game board presenting two new maps for Terraforming Mars, each with new milestones and awards: Amazonis Planitia - An expanded board with 30 additional hex spaces on Mars, 2 extra ocean tiles and longer terraforming tracks to support massive 5 player games. Vastitas Borealis - Terraform the northern waste of Mars.

    Out of stock

    £22.50

  • Save -30% Terra Mystica: Fire & Ice

    Terra Mystica: Fire & Ice

    Out of stock

    Terra Mystica: Fire & Ice has the original factions brace themselves for new competitors: Yetis – the masters of power, Ice Maidens – who adore their Temples, Acolytes – whose entire life is focused on the cults, and Dragonlords – who use their power to create volcanoes. And as if this wasn't enough, there are two more factions, Shapeshifters and Riverwalkers, who ignore the most basic of rule of one faction, one terrain type. (Inconceivable to the Halflings!)

    Out of stock

    £36.99 Â£25.90

  • Save -30% Terra Mystica

    Terra Mystica

    Out of stock

    In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups.Terra Mystica is a full information game without any luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group's skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.Taking turns, the players execute their actions on the resources they have at their disposal. Different buildings allow players to develop different resources. Dwellings allow for more workers. Trading houses allow players to make money. Strongholds unlock a group's special ability, and temples allow you to develop religion and your terraforming and seafaring skills. Buildings can be upgraded: Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are: Desert (Fakirs, Nomads) Plains (Halflings, Cultists) Swamp (Alchemists, Darklings) Lake (Mermaids, Swarmlings) Forest (Witches, Auren) Mountain (Dwarves, Engineers) Wasteland (Giants, Chaos Magicians)Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult...

    Out of stock

    £68.99 Â£48.30

  • Save -10% Sagrada

    Sagrada

    Out of stock

    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!

    Out of stock

    £39.99 Â£36.00

  • Save -10% Root: The Riverfolk Expansion

    Root: The Riverfolk Expansion

    Out of stock

    A new faction is added to the forest fray.The Riverfolk expansion includes: A New Core Faction: The Riverfolk Company A New Core Faction: The Lizard Cult An Extra Vagabond One Custom Card Holder Cooperative Scenarios Rules for Bot Play and Three Additional Vagabond VariantsThis expansion now allows Root to be played with 1-6 players.—description from the publisher

    Out of stock

    £39.99 Â£36.00

  • Save -10% MicroMacro: Crime City – Showdown

    MicroMacro: Crime City – Showdown

    2 in stock

    Welcome to Crime City - a city where crime lurks around every corner. Fatal secrets, sneaky attacks and cold-blooded murders are the order of the day here.MicroMacro is a cooperative detective game. Together you will solve tricky criminal cases, determine motives, find evidence and convict the perpetrators.An attentive eye is just as important as creative combination skills!Showdown is the fourth and final part of the MicroMacro: Crime City series.A new city map with brand new criminal cases awaits you. It is a standalone game. The 16 cases contained here can be played without knowledge of the first parts.—description from the publisher (translated)

    2 in stock

    £26.00 Â£23.40

  • Save -10% MicroMacro: Crime City – Full House

    MicroMacro: Crime City – Full House

    1 in stock

    Crimes have taken place all over the city, and you want to figure out exactly what's happened, so you'll need to look closely at the giant city map (75 x 110 cm) to find all the hidden information and trace the trails of those who had it in for their foes.MicroMacro: Crime City – Full House includes 16 cases for you to solve. Each case includes a number of cards that ask you to find something on the map or uncover where someone has gone or otherwise reveal information relevant to a case. The city map serves as a map in time as well as space, so you'll typically find people in multiple locations throughout the streets and buildings, and you need to piece together what happened, whether by going through the case card by card or by reading only the starting card in the case and trying to figure out everything that happened for yourself. Will you be able to answer all questions about the case without fail?Unlike the original MicroMacro: Crime City, Full House marks each case with symbols so that parents can decide which cases the youngest investigators are cleared to research.

    1 in stock

    £25.99 Â£23.40

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