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54mm resin models by top industry sculptors. Every miniature in the range includes a thematic scenic base. Next to no flash, precise details and easy to assemble models, are hallmarks of the Judgement range.
£35.00 £31.50
54mm resin models by top industry sculptors. Every miniature in the range includes a thematic scenic base. Next to no flash, precise details and easy to assemble models, are hallmarks of the Judgement range.
£35.00 £31.50
Judgement is a 2 player table-top miniatures game inspired by the Multiplayer Online Battle Arena (MOBA) computer game genre. In Judgement you play the role of a demigod that summons mortal heroes to the shadow plane of In-Between to capture Souls that fuel your immortal power. Each hero is represented on the table-top by a finely crafted 54mm scale resin miniature with incredible detail and dynamism.
£77.50 £54.00
Joyride: Survival of the Fastest is an explosively fun board game of loud, fast, high-interaction racing for two to four players. Tactically plan your route, push your luck to take corners at speed, and crash into your rivals to knock them off course.Choose a car with unique abilities that change the way you race. Do you want the reliability of Auto-Pilot, the precision of Handbrake Turn or the chaos of Donut? Manipulate dice on your dashboard, pushing your luck to pull ahead. Will you lock in your results for maximum control, or risk rolling them to gain an extra inch?Move from checkpoint to checkpoint across open maps on the double-sided board. Each map comes different track layouts for every player count and skill level. Checkpoints can be crossed from any direction, so plan a racing line that maximizes your chances, even if it means racing into oncoming traffic.Smash into your opponents to spin them around or push them out of your way. Sometimes the best racing line is the one that will knock your opponents off-course.Gather powerful items as you race, letting you fire rockets, drop oil slicks and even call in air strikes to damage enemy vehicles. Damage permanently blocks part of your dashboard, so think carefully about where you decide to place it. Do you really need two spaces to store items? Maybe it’s better to give up fifth gear?—description from the publisher
£45.00
Summary: This is a pirate-themed tactical race game with player interaction and side goals (e.g. detouring for treasure). The winner is the player who best balances their position in the race with their success at the side goals.Setting: Jamaica, 1675.After a long career in piracy, Captain Henry Morgan skillfully gets appointed to be Governor of Jamaica, with the explicit order to cleanse the Caribbean of pirates and buccaneers! Instead, he invites all of his former "colleagues" to join him in his retirement, to enjoy the fruits of their looting with impunity. Each year, in remembrance of the "good old days," Morgan organizes the Great Challenge, a race around the island, and at its end, the Captain with the most gold is declared Grand Winner.Goal: The game ends on the turn when at least one player's ship reaches the finish line, completing one circuit around the island of Jamaica. At that point, players are awarded different amounts of gold in accordance with how far away from the finish line they were when the race concluded. This gold is added to any gold a player gathered along the way by detouring from the race to search for valuable treasure, by stealing gold or treasure from other players, or just by loading gold as directed by the cards the player played during the race. The player with the most total gold acquired through all these means is then declared the winner.Gameplay: The game is played in rounds. Each player always has a hand of three cards, and a personal board depicting the five "holds" of their ship, into which goods can be loaded during the game. Each round, one player is designated as "captain," with the next clockwise player being captain in the following round, and so on. The captain rolls two standard D6 dice, examines her cards, then announces which die will correspond to the "day" and which to the "night." Each player then simultaneously selects a card from their hand and places it face down in front of them. Each card has two symbols on it, one on the left - corresponding to "day" - and one on the right ("night"). The symbols indicate either ship movement (forward or backward) or the loading of a type of good. After every player has selected a card, all cards are revealed simultaneously and then resolved clockwise one by one, starting with the captain's. When it is a player's turn to resolve her card, for first the left symbol on her card and then for the right symbol, the player will load a number of goods or move a number of spaces equal to the number of pips showing on the corresponding day or night die for that round. Thus the main decision each player makes during the game is which of their current three cards would best serve them on a particular turn, given the values of the day and night dice. Finally, during the race, when a player lands on a spot already occupied by another player, there is a battle. Battles are mainly resolved by rolling a "combat" die, but players may improve their chances by using "gunpowder" tokens from their holds, if they loaded any on previous turns. The winner of a battle may steal some goods or treasure from the loser.
£38.99 £35.10
You are one of the two most powerful traders in the city of Jaipur, the capital of Rajasthan, but that's not enough for you because only the merchant with two "seals of excellence" will have the privilege of being invited to the Maharaja's court. You are therefore going to have to do better than your direct competitor by buying, exchanging, and selling at better prices, all while keeping an eye on both your camel herds.Jaipur is a fast-paced card game, a blend of tactics, risk and luck. On your turn, you can either take or sell cards. If you take cards, you have to choose between taking all the camels, taking one card from the market, or swapping 2-5 cards between the market and your cards.If you sell cards, you get to sell only one type of good, and you receive as many chips for that good as the number of cards you sold. The chips' values decrease as the game progresses, so you'd better hurry! On the other hand, you receive increasingly high rewards for selling three, four, or five cards of the same good at a time, so you'd better wait!You can't sell camels, but they're paramount for trading and they're also worth a little something at the end of the round, enough sometimes to secure the win, so you have to use them smartly.
£20.00 £18.00
An eternal conflict for the land of Ironwood is raging between two factions: the stalwart and hard-working Ironclad, settlers of the iron mountains; and the ferocious Woodwalkers, swift and deadly shadows of the forests. Both factions struggle for the ultimate control over the land for its greatest treasure: the Larimor Crystals, a mysterious substance holding immense energy within. It can be found both inside the colossal mountains and scattered across the dense forests.The Ironclad extract the essence of the crystals and process their energy to fuel their machines and mechanical inventions. If they succeed, their giant forges will swarm the land with endless armies, and establish ultimate dominance over Ironwood.The Woodwalkers use the crystals’ raw magical power to discover and retrieve three ancient totems from secret ritual sites, hidden in the mountains. Once retrieved, the combined power of these totems will summon the Guardian, the ancient protector of the woods, to wipe out the Ironclad once and for all.One way or another, the eternal conflict is finally coming to an end.Ironwood is a rules-light, highly asymmetric, card-driven tactical game for 1-2 players. Each round, you and your opponent alternate playing a total of 3 of your faction-specific cards for their action effects. These effects include positioning your warbands, initiating combat, extracting crystals, bestowing temporary passive effects, and many more. When combat occurs, you will use the same cards for their combat values instead, in a simultaneous bid to gain combat bonuses, inflict and fend off casualties, and augment the Dominance value of your warbands to win the combat.The two factions are completely asymmetric in their play styles, decks, victory conditions - even in which parts of the map they can access.As the Commander of the Ironclad, your primary goal is to lay down the foundations of your forges in the outer mountains, and once you have collected enough crystals, build forges on the foundations. As the Chieftain of the Woodwalkers, your mission is to locate your people’s ancient totems through Vision cards, clear the path to them by defeating Ironclad warbands, and finally securing them in the outer forests, beyond the Ironclads’ reach. Once you have retrieved the third totem as the Chieftain, or built the third Forge as the Commander, you immediately win the game.Ironwood also features a low-upkeep solo mode against the Ironclad or the Woodwalkers. Although both solo opponents work on the same main principles, each of them bears its faction’s unique aspects and features.—description from the publisher
£47.30
The Inox people have been living peacefully in the Land of the Waterfalls for a long time, but now there is a dangerous threat. Evil Rhujas roaming the land want to capture the gemstones of the Inox. That's why the Inox have selected the hardest to reach and most dangerous place to hide their gemstones: the rock wall behind the Iquazú waterfall. Their water dragon Silon blocks the waterfall so that the brave Inox can rappel down the rock wall behind it to place their gemstones there, out of harm's way. The gushing water and the dangerous water snakes at the bottom will stop the Rhujas from getting the gemstones. Which player in Iquazú will manage to use their cards skillfully and place their colored gemstones in the best spots?Each turn in Iquazú, players either draw four cards or play cards of a single color from their hand to place one of their gems in an empty space on the board the same color as the cards they played. If you place in the leftmost column, you play only one card, in the secondmost left column, two cards, and so on. The last player in turn order adds a water droplet to the highest empty spot in the leftmost column after their turn.Once the leftmost column is full, players earn points based on how many gems they have in this column and they earn a bonus token if they have the most gems in a horizontal row. Bonus tokens can let you draw cards, ignore the color rule, earn points at the end of the game, and take another turn. Players then slide the waterfall right one column to make new bonuses appear and the leftmost gems disappear. Whoever holds the water droplet box passes it right. Players continue taking turns until the final column is filled, at which point players collect bonuses for the final time, then added any points collected to their score.
£30.00
Do we really have free will? Who decides this? Are we controlled by what we hear and what we see, even while thinking we decide freely? Insider is a game that deals with these questions. While communicating to others, you have to find the right answers to a quiz or find the "insider" who is manipulating the discussion. The insider will do everything to hide their identity while misleading the others.In more detail, players are assigned roles at random. One player is the "master", and they secretly select a word from a set given in a deck of cards. (In a variant given in the rulebook, they can freely select and write down a word.) The "insider" player, whose role is not known to the other players, will then secretly view the word. The rest of the players are known as "commons". The commons then have approximately five minutes in which to ask the master "yes" or "no"-type questions so that they can deduce the secret word. The insider attempts to secretly lead the commons towards the correct word. If the commons fail to guess the correct word, everyone loses.If, however, the word is correctly guessed in the allowable time, the master flips the sand timer, and the commons and master have until the sand runs out to discuss the game and deduce the identity of the insider. If they guess correctly, they win the game together; if they do not, the insider wins.
£20.00 £18.00
In this family game, enter Marie Curie's laboratory and help the famous scientist win her double Nobel Prize!Conduct experiments, improve your workshop and complete Marie Curie's research before the other players.In the Footsteps of Marie Curie is a game featuring resource management and transformation mechanics with a card river and contracts. Resources distribution (Pitchblende, Uranium, and Radium) is done through a cube tower, and the retention or overproduction of these brings a set of surprises each turn. Players progress on a central board through Marie Curie's life timeline. The game ends when players reach the end of this timeline.-description from publisher
£31.50
What hue do you think of when we say “apple”? Hues and Cues is a vibrant game of colorful communication where players are challenged to make connections to colors with words. Using only one and two-word cues, players try to get others to guess a specific hue from the 480 colors on the game board. The closer the guesses are to the target, the more points you earn. Since everyone imagines colors differently, connecting colors and clues has never been this much fun!Gather around with three to ten people to play a quick and simple game with a prism of possibilities! First, a “cue giver” hides a specific color they’ve chosen out of a deck of cards. There are 480 shades on the board in front of you! After getting one- and two-word cues, everyone places their marker on which color they think is being described. “Coffee.” Is it dark brown, as in freshly brewed? “Au lait.” With milk. That means I should pick a lighter shade!Use examples from everyday life, from nature to pop culture, or materials and moods. Everyone around the table gets a turn to give cues and guess. The better your hints or guesses, the more points you earn. Play off others' experiences to narrow down what they have in mind!—description from the publisher
£25.00 £22.50
Compete to create the funniest, most unhinged comic about therapy by submitting answer cards to complete a prompt. The player who puts down the funniest final card wins, turning therapy into a hilarious and darkly entertaining experience.
£20.00 £18.00
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