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Board Game Geeks Top 100 Board Games

285 products

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    Arkham Horror (Third Edition)

    Out of stock

    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 PhaseThe 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.—description from the publisher

    Out of stock

    £80.00 £72.00

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    Arcs: Blighted Reach Campaign Expansion

    Out of stock

    By adding the Blighted Reach Campaign Expansion, you can also play Arcs in an innovative micro-campaign, where each game is one episode in an epic trilogy that stretches across an even larger galaxy.Everyone begins as petty regents in a dying empire, but your fates quickly diverge. The campaign contains twenty-four fate seeds, each with tons of branches, twists, and turns. Uncover lost knowledge, guide your people to a new home, or forge a galactic confederation!As you complete objectives and make critical decisions, the campaign grows and changes. If you destroy a world, its refugees might flood the galaxy in your next game. If you find your society driven to a state of collapse, you can even abandon your homeworld and play the next game operating out of a lone flagship.Each game in the campaign takes less than two hours to play. You can sit down for a single skirmish and then pack up for another day, or settle in for an epic three-act saga! Just make sure to stretch and drink some water between games.—description from the publisher

    Out of stock

    £95.00 £85.50

  • Save -10% 7 Wonders: Edifice

    7 Wonders: Edifice

    Out of stock

    7 Wonders: Edifice gives players the opportunity to work together to construct communal buildings. If you do your part and the building comes to be, you'll be rewarded. You don't have to participate, but if you don't — and the building never comes to be — you'll suffer a penalty.In more detail, this expansion contains fifteen edifice cards: five each in ages I, II, and III. To set up, choose one card from each age at random, then place it project side face up on the table and place 2-5 participation markers on each card, depending on the number of players. The project side lists both the potential reward and potential penalty.Once during an age, when you construct a level of your wonder, you can pay the cost of the edifice card for the current age (in addition to the cost of that level) and gain a participation marker from that card.As soon as the last participation marker is removed from a card, flip the card over to reveal its constructed side and immediately give each player the listed reward. If at the end of the age at least one participation marker remains on the card, each player without one of these markers suffers the penalty. (If a player cannot suffer the full penalty, e.g., paying 5 coins, they instead take a debt token worth -2, -3, or -5 points depending on the age.)7 Wonders: Edifice contains two new double-sided wonders; one of them, Ur, can only be used with this expansion, while Carthage can be used in any game of 7 Wonders.7 Wonders: Edifice can be used with any edition of 7 Wonders.

    Out of stock

    £25.00 £22.50

  • Save -10% 7 Wonders: Architects

    7 Wonders: Architects

    Out of stock

    In 7 Wonders: Architects, 2-7 players race to become a leader of the ancient world by completing an architectural wonder that will last through the ages.Players receive an unconstructed wonder at the beginning of the game and must collect resources to build their society, develop military might to navigate conflicts, oversee resource management, research science improvements, and collect civil victory points as they race to leave their mark on world history.

    Out of stock

    £39.99 £36.00

  • Save -10% Terraforming Mars: Prelude

    Terraforming Mars: Prelude

    2 in stock

    As the mega corporations are getting ready to start the terraforming process, you now have the chance to make those early choices that will come to define your corporation and set the course for the future history of Mars - this is the prelude to your greatest endeavors! Terraforming Mars: Prelude introduces the new Prelude cards. At the start of the game, each player chooses from Prelude cards that jumpstart the terraforming process or boost their corporation's engine. This expansion also includes 5 new corporations and 7 new project cards that thematically fit the early stages of terraforming a new planet and can be added to the game even if you're not using the Prelude cards; and a new solo mode where your goal is to get to 63 TR before time runs out instead of completing the global parameters. Prelude is an expansion to Terraforming Mars, and can be combined with any other Terraforming Mars expansions or variants.

    2 in stock

    £25.00 £22.50

  • Save -10% War of the Ring - Second Edition

    War of the Ring - Second Edition

    3 in stock

    In War of the Ring, one player takes control of the Free Peoples (FP) while the other player controls Shadow Armies (SA). Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions before they start to fight in earnest: this is represented by the Political Track which shows if a Nation is ready to fight in the War of the Ring or not. The game can be won by a military victory if Sauron conquers a certain number of Free People cities and strongholds, or vice versa. But the true hope of the Free Peoples lies with the quest of the Ring bearer: while the armies clash across Middle-earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle-earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ring bearer from harm with an attempt to raise a proper defense against the armies of the Shadow so that they do not overrun Middle-earth before the Ringbearer completes his quest. Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can perform during a turn. Depending on the face rolled on each die, different actions are possible (moving armies or characters, recruiting troops, advancing a Political Track). Action Dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events that could possibly have happened) that cannot be portrayed through normal game-play. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.

    3 in stock

    £100.00 £90.00

  • Unlock! Kids: Stories from the Past

    Unlock! Kids: Stories from the Past

    Out of stock

    Second box of Unlock! kids with 6 new adventures in 3 different universes:Strolls through prehistoryThe secrets of Hatsheput, Queen of EgyptWelcome to Golden Town!Designed for the 6-10 years of age, no app, no rules to read!A game by Cyril Demaegd designed for kids by Marie & Wilfried Fort.Stories by Sandra Lebrun & Loïc Audrain et Florian Fay.Artworks by par Marine Cazaux, Rémy Tornior et Olivier Danchin.

    Out of stock

    £22.50

  • Save -10% Twilight Struggle

    Twilight Struggle

    Out of stock

    "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are – but a call to bear the burden of a long twilight struggle..."– John F. KennedyIn 1945, unlikely allies toppled Hitler's war machine, while humanity's most devastating weapons forced the Japanese Empire to its knees in a storm of fire. Where once there stood many great powers, there then stood only two. The world had scant months to sigh its collective relief before a new conflict threatened. Unlike the titanic struggles of the preceding decades, this conflict would be waged not primarily by soldiers and tanks, but by spies and politicians, scientists and intellectuals, artists and traitors. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. The entire world is the stage on which these two titans fight to make the world safe for their own ideologies and ways of life. The game begins amidst the ruins of Europe as the two new "superpowers" scramble over the wreckage of the Second World War, and ends in 1989, when only the United States remained standing.Twilight Struggle inherits its fundamental systems from the card-driven classics We the People and Hannibal: Rome vs. Carthage. It is a quick-playing, low-complexity game in that tradition. The game map is a world map of the period, whereon players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources?Twilight Struggle's Event cards add detail and flavor to the game. They cover a vast array of historical happenings, from the Arab-Israeli conflicts of 1948 and 1967, to Vietnam and the U.S. peace movement, to the Cuban Missile Crisis and other such incidents that brought the world to the brink of nuclear annihilation. Subsystems capture the prestige-laden Space Race as well as nuclear tensions, with the possibility of game-ending nuclear war.Components (original edition): 228 full colour counters  22"x34" full colour map  103 event cards  2 six-sided dice 1 24-page rulebook 2 full colour player aid cardsComponents (2009 Deluxe edition and after) 260 full colour counters  22"x34" mounted map with revised graphics 110 event cards 2 six-sided dice 1 24-page rulebook 2 full colour player aid cardsTIME SCALE: approx. 3-5 years per turnMAP SCALE: Point-to-point systemUNIT SCALE: Influence markersNUMBER OF PLAYERS: 2DESIGNER: Ananda Gupta & Jason MatthewsMAP, CARD, & COUNTER ART: Mark SimonitchA deluxe edition, published in 2009 includes the following changes from the basic game: Mounted map with revised graphics Two double-thick counter sheets with 260 counters Deck of 110 event cards (increased from 103) Revised rules and player aid cards Revised at start setup and text change for card #98 Aldrich AmesUpgrade kit for the owners of the previous version includes the following: Mounted Map with revised graphics New card decks Updated Rules & Charts

    Out of stock

    £70.00 £63.00

  • Save -10% Twilight Imperium (Fourth Edition)

    Twilight Imperium (Fourth Edition)

    2 in stock

    Twilight Imperium (Fourth Edition) is a game of galactic conquest in which three to six players take on the role of one of seventeen factions vying for galactic domination through military might, political maneuvering, and economic bargaining. Every faction offers a completely different play experience, from the wormhole-hopping Ghosts of Creuss to the Emirates of Hacan, masters of trade and economics. These seventeen races are offered many paths to victory, but only one may sit upon the throne of Mecatol Rex as the new masters of the galaxy.No two games of Twilight Imperium are ever identical. At the start of each galactic age, the game board is uniquely and strategically constructed using 51 galaxy tiles that feature everything from lush new planets and supernovas to asteroid fields and gravity rifts. Players are dealt a hand of these tiles and take turns creating the galaxy around Mecatol Rex, the capital planet seated in the center of the board. An ion storm may block your race from progressing through the galaxy while a fortuitously placed gravity rift may protect you from your closest foes. The galaxy is yours to both craft and dominate.A round of Twilight Imperium begins with players selecting one of eight strategy cards that both determine player order and give their owner a unique strategic action for that round. These may do anything from providing additional command tokens to allowing a player to control trade throughout the galaxy. After these roles are selected, players take turns moving their fleets from system to system, claiming new planets for their empire, and engaging in warfare and trade with other factions. At the end of a turn, players gather in a grand council to pass new laws and agendas, shaking up the game in unpredictable ways.After every player has passed their turn, players move up the victory track by checking to see whether they have completed any objectives throughout the turn and scoring them. Objectives are determined by setting up ten public objective cards at the start of each game, then gradually revealing them with every round. Every player also chooses between two random secret objectives at the start of the game, providing victory points achievable only by the holder of that objective. These objectives can be anything from researching new technologies to taking your neighbor's home system. At the end of every turn, a player can claim one public objective and one secret objective. As play continues, more of these objectives are revealed and more secret objectives are dealt out, giving players dynamically changing goals throughout the game. Play continues until a player reaches ten victory points.

    2 in stock

    £165.00 £148.50

  • Save -10% Ticket to Ride: First Journey (Europe)

    Ticket to Ride: First Journey (Europe)

    Out of stock

    Ticket to Ride: First Journey takes the gameplay of the Ticket to Ride series and scales it down for a younger audience.In general, players collect train cards, claim routes on the map, and try to connect the cities shown on their tickets. In more detail, the game board shows a map of Europe with certain cities being connect by colored paths. Each player starts with four colored train cards in hand and two tickets; each ticket shows two cities, and you're trying to connect those two cities with a contiguous path of your trains in order to complete the ticket.On a turn, you either draw two train cards from the deck or discard train cards to claim a route between two cities; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two cities shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect cities on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.) If you connect one of the westernmost cities (Dublin, Brest, Madrid) to one of the easternmost cities (Moscow, Rostov, Ankara) with a path of your turns, you immediately claim a special cross-continent ticket.The first player to complete six tickets wins! Alternatively, if someone has placed all twenty of their trains on the game board, then whoever has completed the most tickets wins!Ticket to Ride: First Journey features the same gameplay as the first Ticket to Ride: First Journey game, but with the players claiming track in Europe instead of in the United States.Part of Ticket to Ride series.

    Out of stock

    £29.99 £27.00

  • The Vale of Eternity

    The Vale of Eternity

    Out of stock

    In The Vale of Eternity, players are tamers who hunt various monsters and spirits to tame them as minions. In this fantasy world, numerous creatures are living in harmony. Among them, dragons are the most valuable and noble ones, and all tamers dream of taming dragons. The player who manages to tame the most outstanding minions wins.In each round, a player has three phases:Hunting phase: Draft two cards from the game board.Action phase: Take various actions, including selling cards, taming, or summoning cards.Resolution phase: Use the active effects of cards they have summoned.Successive rounds are performed until the end of the game is triggered. The game includes cards of seventy creatures from myths all around the world.—description from the publisher

    Out of stock

    £31.50

  • Save -10% The Quacks of Quedlinburg: The Herb Witches

    The Quacks of Quedlinburg: The Herb Witches

    Out of stock

    The Quacks of Quedlinburg: The Herb Witches expands the town of Quedlinburg with four new sets of items: The Witches - new characters with special abilities that players may use once per game Locoweed - a new ingredient whose value is determined by its ability rather than being fixed New ingredient books for each existing ingredient type, increasing variety even further Player components in black color - increasing the number of players to 5

    Out of stock

    £24.00 £21.60

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