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This is a preorder item. Estimated release 21st November The battle between heroes rages on! In the wake of the Superhero Registration Act, the mighty She-Hulk stood with her fellow Avengers Iron Man and Captain Marvel in support of registration. Meanwhile, the empathetic android Vision joined Captain America and Spider-Woman on the side of resistance. Both of these former allies are ready to deliver a smackdown for the sake of their ideals, and in this time of strife, everyone must choose a side. Introducing Synthezoid Smackdown, the latest scenario pack for Marvel Champions: The Card Game! This pack includes two brand-new, customizable scenarios featuring She-Hulk and Vision, two heroic leaders clashing over their conflicting ideals. This extra-large, 90-card scenario pack comes with eight modular encounter sets (four for registration, four for resistance) that can be mixed and matched with those from the Civil War expansion for further customizing options. Also included are rules and cards for an optional competitive mode in which players team up with their own leader and race to be the first to defeat the opposing team’s leader. Will you fight alongside She-Hulk in favor of superhero registration? Or will you align with Vision on the side of resistance? —description from the publisher
£24.99 £22.50
This is a preorder item. Estimated release 28th November Expand your Star Wars: The Deckbuilding Game collection with the Mandalorian Faction Pack! This pack comes with everything you need to add the Mandalorian faction to your copy of the game, including new base cards, starter cards, and cards for the galaxy deck. Also included are special rules and neutral cards that allow you to play an all-new, 3-player, free-for-all variant game mode! An expansion for Star Wars: The Deckbuilding Game that introduces the Mandalorian faction to the game.Take command of iconic Mandalorian characters and their unique playstyle focused around attacking enemy cards in the galaxy row and gaining strength while the Force is balanced.Brand-new 3-player rules—accompanied by some special neutral cards—add a free-for-all mode to the game, allowing you to vie for victory against two other players at once!Compatible with all of the game’s previous factions, allowing you to mix and match for a custom experience. —description from the publisher
£17.99 £16.20
As a budding dracologist, you open an academy for fledgling dragons to achieve their full potential! The expansion to Wyrmspan adds a wide variety of new dragons and caves, objective tiles, dragon guilds, and a new round tracker that presents you with an income choice when you pass for the round. Welcome to Wyrmspan: Dragon Academy, designed by Connie Vogelmann and illustrated by Clémentine Campardou! —description from the publisher
£27.99 £24.20
Preorder item. ETA 16th January 2026 The journey continues in the magical world of Middle-earth in The Two Towers: Trick-Taking Game, a narrative-driven co-operative card game that lets players take on the roles of heroes and villains in Tolkien's legendary work, The Two Towers. This standalone game follows 2025's The Fellowship of the Ring: Trick-Taking Game with chapters 19-36 of gameplay. The chapters can be played in any order and playing the earlier game isn't required, but ideally you play them in sequence. In each chapter, each player takes a different character role and each character has a condition that must be met in order to pass the chapter and advance in the story. As you advance through the chapters, new characters, items, and challenges are introduced to the game. The One Ring is the game's only trump card, but initially rings can't be led until someone plays one off-suit. In the two-player game, one hand of cards is dealt to a dummy player, with some cards being face up and others face down. This dummy is assigned a character, and one of the human players will play cards for it based on which cards are free to be played. In the solitaire game, one player plays four hands of face-up cards, with each hand being assigned a character and only a few cards being available at a time. After you play a trick, deal each hand a new card. —description from the publisher
£24.99 £22.50
The galaxy stands on the edge of a blade. A great struggle is coming, and only the greatest among them all will triumph. Welcome to Thunder’s Edge, a new expansion for Twilight Imperium 4th Edition! This colossal expansion brings the classic interstellar conflict to a breaking point, where everything revolves around the titular planet of Thunder’s Edge. New factions take to the galactic stage, new worlds emerge for you to explore (or exploit), and a suite of Galactic Events—modifiers that change the rules of the game—ensure that no two playthroughs will ever be the same. Also included is the brand-new Twilight’s Fall mode, an alternate way to play Twilight Imperium. Take up the mantle of a mad Mahact king, build your own custom faction from the scraps of interstellar civilization, and battle to become the supreme ruler of the galaxy. This mode comes with its own spread of unique components, making it almost an entirely new game! —description from the publisher
£119.99 £108.00
The KLASK game board is shaped like a ball field with two deep holes functioning as goals in each end of the field. In the middle of the field, three white magnetic pieces serve as "obstacles" – do NOT attract them to your own gaming piece! Your gaming piece is a black magnet. You control it by holding a large magnet under the board. This magnet is connected to a small magnet placed on the field. The purpose of the game is to push the small, red ball around on the field with your magnet/gaming piece, shoot the ball past the obstacles and your opponent and into the goal hole (Klask). It’s so much fun when your opponent suddenly is covered in white obstacles or you drop your gaming piece into the goal – something which might happen if you get a little too eager! Place the game board on a table between the two players. Place the three white magnetic pieces on the white fields on the board. Put two coins in each point slot next to the "0". Each player has a black magnetic gaming piece in two parts. Place the short (thin) part on top of the board and the long (thick) part under the board in such a way, so the two parts “catch” each other. Place the ball in the corner start field. Steer it with the black gaming pieces. The youngest player starts the game. You score a point if: The ball ends in your opponent's hole and stays in the hole. Two or all of the three white magnetic pieces stick to your opponent's gaming piece. The opponent accidentally pulls their gaming piece into their own goal hole. If the opponent loses their gaming piece. Each time you get a point, you must move your coin one point forward in the point slot. The player who first reaches the KLASK field wins. During the game: If one of the white magnetic pieces sticks to a gaming piece, the game continues; if two of the white magnetic pieces stick to one gaming piece, the opponent gets one point. If the ball falls over the edges of the board, you must place the ball in the corner start field in the half from which the ball fell. If one or more white magnetic pieces fall over the edges of the board, the game continues. Each time a player scores a point, you must put the white magnetic pieces back on the white fields on the board, and the player who did not score a point places the ball in their corner start field.
£50.00 £45.00
Players take on the roles of prisoners, wrongfully incarcerated in the depths of The Dark Castle. Whether it’s the Abbot, the Tailor or any of the six playable characters, each prisoner is represented by a character card and a custom character die showing that prisoner’s unique endowment of Might, Cunning and Wisdom – the game’s three traits. Embarking on a desperate quest to escape, the players must work together using custom dice and item cards to overcome the castle’s many horrors, traps, and challenges - each of which is represented by a large, illustrated chapter card. At the beginning of each game, 15 of these chapter cards are drawn at random from a larger deck to create a unique castle every time. Gameplay involves one player revealing a new chapter card each turn, in a motion like turning a page of a book. When a card is turned, the next chamber or passageway into which the prisoners have stumbled is revealed. There is no turn order. Instead, players decide as a group who will turn the next chapter card, and there are often grisly consequences for the one that does! The goal of the game is for the group to complete every chapter in the castle deck, then defeat the final boss. To win, they must keep every member of the team alive - if any player is killed the game ends immediately.
£34.99 £31.50
Propolis is a worker-placement, engine-building, area-control, and tableau-building game. Players take on the role of competing medieval bee colonies and take turns deploying worker bees to collect pollen, fortify their positions, and construct their hives to appease their queen and become the most glorious in the land! As bees compete over the realm's floral landscapes, they will be collecting pollen to create the propolis they need to build their hives. Attaining dominance in different realms provides additional glory and building materials. As hives expand, new structures provide additional resources, new scoring opportunities, and the prerequisites to construct a glorious palace for the queen. The player who dominates the realm and builds the most prestigious home wins.
£25.00 £22.50
Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk, or special character such as The Sheriff, The Hunter, the Witch, the Little Girl, The Fortune Teller and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals their role, and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.
£11.00 £9.90
SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand. More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand. On a turn, a player takes one of two actions: • Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves. • Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten. Once per round, a player can scout, then immediately play. When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.
£20.00 £18.00
The mini version of this instant classic. About the gameSimple and tactical at the same time, Qawale finds its inspiration in the piles of pebbles found along paths. Like these meandering stones, prepare to be transported by the many twists and turns of this incredible game. Each player obtains 8 pebbles in their color. The third color is neutral, and these pebbles are placed in the 4 corners of the board. On their turn, players add a pebble to the top of a stack of their choice before moving it. When moving a pile, players have to leave one pebble on each space crossed. The first player lining up 4 pebbles of their color from top view wins the game
£22.00 £19.80
Seaside is a game that features only wooden tokens, and being lightweight and super portable, can be played everywhere. Bring it along on your next adventure! The sun is shining as a light, salty wind sends cottony clouds scudding across the sky. Sandpipers filling their bellies with strange insects, crabs hiding under piles of rocks, seashells washed up on the beach, curling waves that break along the beach. Nature in its simplest beauty. 1. Draw a token from the bag and choose a side 2. Apply its effect and collect as many tokens as you can 3. Take some risks... The highest stack of tokens at the end wins! Create your Seaside with the elements the sea sends your way, one token at a time. Take advantage of opportunities to snatch as many tokens as you can each turn. At the end of the game, stack everything you collected, and the player with the highest pile wins the game. • UNBEATABLE PORTABILITY - Windproof and water-resistant components make for perfect for outdoor play. The game is simply wooden tokens in a fabric bag, so you can take it anywhere! • EASY-TO-LEARN GAMEPLAY - Just grab a token, pick a side, and apply the effect. Whether you’re a seasoned gamer or a beginner, quick and easy rules mean you can jump right in and start having fun. • STRATEGIC AND COMPETITIVE - While easy to learn, Seaside offers depth with tactical decisions on token collection and timing, creating a competitive experience. • IMMERSE YOURSELF IN NATURE - Transport yourself to seaside ecosystem with sandy beaches, seashells, and waves—an ideal way to unwind and relax as you create your own seaside haven. • STACK AND WIN - The goal is simple: The highest stack wins! Pile them up at the end to see who won! Contents: 1 Bag 70 Wooden Tokens 1 Player Aid 1 Rulebook
£25.00 £22.50
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