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The catacombs of the skeletal dragon Umbrok Vessna are mysterious and dangerous. Portals transport you all around the dungeon depths. Wayshrines offer vast riches to intrepid explorers. Prisoners are counting on you to free them. Ghosts, once disturbed, may haunt you to death. Despite all that, it's time to leave the board behind with Clank! Catacombs, a standalone deck-building adventure.Each trip into the catacombs is unique since you lay tiles to create the dungeon. You can play using only the all-new dungeon deck, or you can include cards from previous Clank! expansions.Find your fortune (and escape the dragon!) in Clank! Catacombs.—description from the publisher
£66.00 £59.40
The separate timelines of your Innsmouth investigations are quickly converging, as the pieces of your memory begin to click into place. You’ve seen uncanny happenings and sinister meetings, and it’s clear that the Esoteric Order of Dagon lies at the heart of the conspiracy. It’s time for you to step across the nightmare frontier and venture into the Order’s decrepit and crumbling halls… and the tidal caves that lie beneath.As The Innsmouth Conspiracy cycle approaches its climactic conclusion, you’ll find the next chapter of the unfolding story within The Lair of Dagon, the fifth Mythos Pack in The Innsmouth Conspiracy, beckoning the investigators deeper into danger and closer to the heart of the sea. You’ll need new tools and skills if you plan to take the Order of Dagon head-on, and fortunately, this Mythos Pack comes filled with an assortment of new player cards for every aspect, giving you the perfect cards to upgrade your deck as you gain more experience and ramp up to the finale of your campaign.
£17.00 £11.50
The Superhero Registration Act has been passed, and now, anyone who wants to use their powers for good must agree to be trained and governed by S.H.I.E.L.D. or face arrest. Iron Man is in full support, and Captain America is fully opposed. Ideals clash, it’s hero versus hero, and in this time of strife, everyone must choose a side. Civil War explodes onto the scene of Marvel Champions: The Card Game! There are no villains this time around; instead, this expansion sees players facing off against heroic leaders fighting for their ideals. On the side of registration, Iron Man and Captain Marvel lead the charge in support of the Superhero Registration Act, while Captain America and Spider-Woman lead the resistance that opposes it. Each of these leaders comes with a fully customizable scenario, with a wide range of main schemes and modular encounter sets to build your own unique Civil War experience. Joining the roster of playable heroes are Tigra and Hulkling, both of whom come with pre-built and ready-to-play decks. Finally, the expansion also comes with rules for a brand-new, optional competitive mode in which players battle to be the first to take down the opposing team’s leader. Will you fight alongside Iron Man in favor of superhero registration? Or will you join Captain America on the side of resistance? A new custom scenario expansion for Marvel Champions: The Card Game featuring characters and events inspired by Marvel’s Civil War storyline. Two new heroes, Tigra and Hulkling, enter the game with fully pre-built and ready-to-play decks. Four new, customizable scenarios pit you against heroic leaders fighting for their ideals: Iron Man and Captain Marvel on the side of registration, and Captain America and Spider-Woman on the side of resistance. Scenarios can have their main schemes and encounter sets mixed and matched however you choose, letting you create your own unique Civil War experience. Also includes rules for a brand-new, optional competitive mode using the scenarios in this expansion, in which you race to defeat the opposing team’s leader before they can take down yours.
£45.00 £40.50
Vantage is an open-world, co-operative adventure game that features an entire planet to explore, with players communicating while scattered across the world. With nearly eight hundred interconnected locations on four hundred cards and over nine hundred other discoverable cards, the world is your sandbox.You begin each game of Vantage on an intergalactic vessel heading towards an uncharted planet. After crashing far from your companions, you have complete freedom as to how you explore, discover, and interact with the planet. You view your location from a first-person perspective, and you can communicate with and support other players, but you are separated by vast distances, so only you can see your current location. You have complete freedom in how you explore, discover, and interact with the planet.In addition to a mission victory, a destiny victory, or an epic victory (completing both the mission and a destiny), you may define success in Vantage through anything you pursue and achieve.Vantage is not a campaign game. Each game is a standalone experience; you bring to future sessions only what you’ve learned about the world. It is completely self-contained with no expansions — just a few accessories like metal coins.—description from the publisher
£67.50
Ticket to Ride: Europe takes you on a new train adventure across Europe. From Edinburgh to Constantinople and from Lisbon to Moscow, you'll visit great cities of turn-of-the-century Europe. Like the original Ticket to Ride, the game remains elegantly simple, can be learned in 5 minutes, and appeals to both families and experienced gamers. Ticket to Ride: Europe is a complete, new game and does not require the original version.More than just a new map, Ticket to Ride: Europe features brand new gameplay elements. Tunnels may require you to pay extra cards to build on them, Ferries require locomotive cards in order to claim them, and Stations allow you to sacrifice a few points in order to use an opponent's route to connect yours. The game also includes larger format cards and Train Station game pieces.The overall goal remains the same: collect and play train cards in order to place your pieces on the board, attempting to connect cities on your ticket cards. Points are earned both from placing trains and completing tickets but uncompleted tickets lose you points. The player who has the most points at the end of the game wins.Part of the Ticket to Ride series.
£44.99 £40.50
Skull King is a trick-taking game similar to Oh Hell!, Wizard, Euchre and Spades, with players needing to state how many tricks they think they'll win each round. A unique element of this game is that bidding takes place simultaneously, leading to rounds that are sometimes over, or under-bid. As players must win the exact number of tricks that they bid to earn points, winning too many tricks is just as bad as winning too few and this leads to intense competition where losing a trick can be as exciting as winning one.Skull King uses a 66-card deck that consists of five Escape cards, four suits numbered 1-13, five Pirate cards, 1 Tigress card, and 1 Skull King card. The game lasts ten rounds, and in each round, each player is dealt as many cards as the number of the round. All players simultaneously bid on the number of tricks they think they'll take by holding out a fist and on the count of three revealing a certain number of fingers (or possibly a closed fist for a bid of zero tricks).Standard rules apply for the playing of cards, with one player leading off a card and other players following suit, if possible, and playing something else if not; however, a player may always choose to play one of the special, unnumbered cards — and the power of those cards might let you win a trick that otherwise would have gotten away. In more detail, the black Jolly Roger suit trumps the other three suits, a Mermaid trumps all numbered cards, a Pirate trumps the Mermaid, and the Skull King trumps everything — except if he appears in the same trick with a Mermaid, in which case she captures him and wins instead. An Escape card loses to any other card, and the Tigress card serves as either a pirate or escape card as desired by the player. Whoever wins a trick leads in the next trick.If a player makes their bid exactly, they score 20 points per trick; if they collect more or fewer tricks, they lose 10 points per trick they are off. If a player makes a bid of zero tricks, they win points equal to ten times the current round number — but if they take even a single trick, they lose this many points instead. If a player catches pirates with the Skull King, or the King with a mermaid, they score bonus points. Whoever has the most points after ten rounds wins.
£17.00 £15.30
It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as “The Factory”, which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries.Scythe is an engine-building game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a character from one of five factions of Eastern Europe who are attempting to earn their fortune and claim their faction's stake in the land around the mysterious Factory. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs.Each player begins the game with different resources (power, coins, combat acumen, and popularity), a different starting location, and a hidden goal. Starting positions are specially calibrated to contribute to each faction’s uniqueness and the asymmetrical nature of the game (each faction always starts in the same place).Scythe gives players almost complete control over their fate. Other than each player’s individual hidden objective card, the only elements of luck or variability are “encounter” cards that players will draw as they interact with the citizens of newly explored lands. Each encounter card provides the player with several options, allowing them to mitigate the luck of the draw through their selection. Combat is also driven by choices, not luck or randomness.Scythe uses a streamlined action-selection mechanism (no rounds or phases) to keep gameplay moving at a brisk pace and reduce downtime between turns. While there is plenty of direct conflict for players who seek it, there is no player elimination.Every part of Scythe has an aspect of engine-building to it. Players can upgrade actions to become more efficient, build structures that improve their position on the map, enlist new recruits to enhance character abilities, activate mechs to deter opponents from invading, and expand their borders to reap greater types and quantities of resources. These engine-building aspects create a sense of momentum and progress throughout the game. The order in which players improve their engine adds to the unique feel of each game, even when playing one faction multiple times.
£80.00 £72.00
Santorini is an accessible strategy game, simple enough for an elementary school classroom while aiming to provide gameplay depth and content for hardcore gamers to explore, The rules are simple. Each turn consists of 2 steps: 1. Move - move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels. 2. Build - Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play. Winning the game - If either of your builders reaches the third level, you win. Variable player powers - Santorini features variable player powers layered over an otherwise abstract game, with 40 thematic god and hero powers that fundamentally change the way the game is played.
£43.20
Welcome to Parks, where every trail leads to new marvels, every stream runs with new life, every sun sets over a new memory, and every mountain looms with new possibility as you explore the stunning beauty and wild wonders of the 63 U.S. National Parks. This expanded, enhanced second edition of the best-selling game features all-new illustrations by artists Josh Emrich and Lisk Feng, offers new gameplay elements from designer Henry Audubon, and incorporates the most interesting ideas from each of the Parks games and expansions: the additional camping module from Parks: Nightfall, the animal integrations from Parks: Wildlife, and a comprehensive selection of players’ favorite gear, challenges, and mechanics from the five-year history of Parks (along with some new surprises).Over the course of three rounds (called Seasons), your two hikers will make their way along the path, stopping at trail sites, collecting resources to visit parks, taking photos of beautiful vistas, and encountering wildlife. Along the way, you’ll get gear to upgrade your experience, spend a night at a campsite, fill your canteen for special bonuses, and indulge your unique passion for the outdoors.At the end of the third Season, the hike (and the game) is over! Count up your points and see who had the greatest experience in Acadia, Grand Teton, Mount Rainier, Crater Lake, Everglades, Denali, Canyonlands, and all the rest of our national parks.Grab your pack and lace up your boots. The trail awaits!—description from the publisher
£49.99 £45.00
No moderator, no elimination, ten-minute games.One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.This game can be combined with One Night Ultimate Werewolf Daybreak.
£24.99 £22.50
Based on simple and intuitive hand management, Heat: Pedal to the Metal puts players in the driver's seat of intense car races, jockeying for position to cross the finish line first, while managing their car's speed if they don't want to overheat. Selecting the right upgrades for their car will help them hug the curves and keep their engine cool enough to maintain top speeds. Ultimately, their driving skills will be the key to victory!Drivers can compete in a single race or use the "Championship System" to play a whole season in one game night, customizing their car before each race to claim the top spot of the podium. They have to be careful as the weather, road conditions, and events will change every race to spice up their championship. Players can also enjoy a solo mode with the Legends Module or add automated drivers as additional opponents in multiplayer games.—description from the publisher
£62.50 £56.30
Earthborne Rangers is a customizable, co-operative card game set in the wilderness of the far future. You take on the role of a Ranger, a protector of the mountain valley you call home: a vast wilderness transformed by monumental feats of science and technology devised to save the Earth from destruction long ago.You begin by building a deck that reflects your Ranger's interests, personal history, and personality. Then, as you explore the open world and your story takes shape, you augment your deck with improved equipment, refined skills, and the memories of your journey.The story of Earthborne Rangers is presented as a branching narrative campaign consisting of a main storyline and a multitude of side stories. In it, you can choose to follow the critical path or to strike off on your own to discover the Valley's many engaging characters, mysterious ruins, and beings both familiar and strange.Each game session represents one day in the Valley, and you'll pick up in the same location on the map where you rested the night before. Your goal is to either complete one of your available missions or to explore the open world. The session ends when you're either forced to rest (through either fatigue or injury), or you choose to rest for the night.An individual game session is played in rounds, and those rounds consist of turns. On your turn, you perform one action: either play a card from your hand, or choose an action from a card on the table. Each action allows you to interact thematically and narratively with the world, and each time you take an action, the world comes to life around you. Predators stalk their prey, rain pours from the sky, rocks tumble down the mountain to block your path, and much more.—description from the publisher
£100.00 £80.00
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