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  • Save -10% The Colonists

    The Colonists

    1 in stock

    Description from the publisher:In The Colonists, a.k.a. Die Kolonisten, each player is a mayor of a village and must develop their environment to gain room for new farmers, craftsmen, and citizens. The main goal of the game is full employment, so players must create new jobs, educate the people, and build new houses to increase their population. But resources are limited, and their storage leads to problems that players must deal with, while also not forgetting to upgrade their buildings. Players select actions by moving their mayor on a central board.The Colonists is designed in different levels and scenarios, and even includes something akin to a tutorial, with the playing time varying between 30 minutes (for beginners) and 180 minutes (experts).The Colonists FAQ

    1 in stock

    £89.99 £81.00

  • The Chameleon Travel

    The Chameleon Travel

    6 in stock

    Now in travel size!A bluffing deduction game for everyone.Each round involves two missions, depending on whether you’re the Chameleon or not.Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in, not get caught and to work out the Secret Word.Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word.At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.)Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.

    6 in stock

    £10.00

  • Save -10% The Chameleon

    The Chameleon

    6 in stock

    A bluffing deduction game for everyone.Each round involves two missions, depending on whether you’re the Chameleon or not.Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is to blend in, not get caught and to work out the Secret Word.Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word.At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.)Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.

    6 in stock

    £25.00 £22.50

  • That Escalated Quickly

    That Escalated Quickly

    2 in stock

    To play That Escalated Quickly, read out a simple question (ex. I’m locked in a tiny room. What else is locked in here with me from cutest to scariest). Then everyone is assigned a secret number from one to ten. Next, each player answers the question, and the intensity of that answer is based on their secret number (ex. 1= a bunny, 10= a grizzly bear with chainsaw arms.) Finally, the person who read the question has to try and sort those answers into the correct order. If they get it right, everyone wins! This game is hilarious, energetic, and a great way to get to know your friends and family a little bit better.—description from the publisher

    2 in stock

    £18.00

  • Save -10% Tesla vs. Edison: Powering Up!

    Tesla vs. Edison: Powering Up!

    1 in stock

    The Powering Up! expansion takes Tesla vs. Edison gameplay to a whole new level by infusing exciting new systems and introducing both a sixth player and a solitaire variant! Fans of the game will delight in exploring: Building a headquarters. What is a good electric company without state-of-the-art facilities such as a laboratory, works, office, and studio? Each option offers different bonuses and rewards to the enterprising player! Responding to historical events. Dipping into the rich treasure trove that was the 19th century War of Currents, 21 real-life events add variety and flavor to every play. Exciting opportunities to fight for! Catastrophic calamities to recover from! Woe is the unprepared electricity capitalist! Empowering the women. Seven historical ladies join the gentlemen to engage in the War of Currents. Important female entrepreneurs, engineers, and artists are now available to draft for each company. Plus, one of these luminaries, trailblazing philanthropist Madam C.J. Walker, becomes the sixth player! A solitaire robot challenges the solo player with dynamic play!The enhancements offered by the Powering Up! expansion bring new layers of strategy and fun to the Tesla vs. Edison experience without significantly lengthening game time.So get ready to power up!

    1 in stock

    £27.99 £25.20

  • 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

    £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 -10% Terraforming Mars

    Terraforming Mars

    1 in stock

    In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:1) Player order shifts clockwise.2) Research phase: All players buy cards from four privately drawn.3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.4) Production phase: Players get resources according to their terraform rating and production parameters.When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

    1 in stock

    £69.99 £63.00

  • Save -10% Terra Mystica: Merchants of the Seas

    Terra Mystica: Merchants of the Seas

    1 in stock

    The factions of Terra Mystica have opened their doors for business beyond the trading post in Terra Mystica: Merchants of the Seas. More trade flows between the factions with their brand new ships sailing on the rivers. A new large building, the shipyard, upgrades your shipping or range and produces ships with twenty faction board extensions.Factions that export will receive VP and resources depending on the building they deliver to. Factions importing and receiving an opponent's ship will gain power. Ships will dig and build in adjacent hexes, so watch out! Ships can also be consumed and form new Dwellings. The ship movement and Dwelling actions add a new tactical movement element to the already deep strategy of Terra Mystica while maintaining perfect information.The factions must also adjust to an entire new set of 12 round scoring tiles, four new Ship related Favors, three new bonus tiles, three additional power actions, town tiles, and two maps: Loon Lakes and Fjords. The maps and most of the round scoring may also used be used with the base game if desired.The Fire and Ice expansion is not required, but the material for them is provided.—description from the publisher

    1 in stock

    £49.99 £45.00

  • Save -10% Terra Mystica: Fire & Ice

    Terra Mystica: Fire & Ice

    1 in 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!)

    1 in stock

    £36.99 £33.30

  • Terra Mystica: Automa Solo Box

    Terra Mystica: Automa Solo Box

    1 in stock

    This expansion allows you to play solo. It includes 10 new automa factions and different levels of difficulty. This expansion can be combined with Fire and Ice and Merchants of the Seas.

    1 in stock

    £16.20

  • Save -10% Terra Mystica

    Terra Mystica

    1 in 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...

    1 in stock

    £68.99 £62.10

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