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Your fate has led you to the winding corridors of the flooded and labyrinthine Depths, distant from the light of the sun. Here you find the Gaping Dragon, an abomination hideously transformed by its ravenous hunger. Can you defeat this vile creature and escape its vicious maw, or will you fall to the endless voracity that lies ahead?The Gaping Dragon Expansion is intended for use with Dark Souls™: The Board Game.This Dark Souls™: The Board Game expansion features a terrifying new mega boss in the form of Gaping Dragon. Included are a new gigantic mega boss tile, deadly new boss behaviours, tokens for the new Corrosion condition, and unique new boss treasures.The Gaping Dragon Expansion also adds new encounter cards which provide larger battles than ever before in Dark Souls™: The Board Game. The tremendous scale of these encounters creates a whole new level of peril to you and your party. Are you up to the challenge?
£70.00 £63.00
As you pace the halls and corridors of the Undead Asylum it can be found to be a lonely and quiet place, moribund and uninviting. Here dwells a demon capable of lethal rage, its mind still ruled by virulent thoughts. Beware this foe. For all that you will fight stronger, more cunning, and more agile opponents, complacency will hasten your end at its hands all the same. Can you triumph over the Asylum Demon, or will your corpse soon be another to roam the Asylum with the hollowed?The Asylum Demon Expansion is intended for use with Dark Souls™: The Board Game.This Dark Souls™: The Board Game expansion features a terrifying new mini boss and mega boss. Included are a new gigantic mega boss tile, deadly new boss behaviours, tokens for the new Pillar terrain piece, and unique new boss treasures. All the components provided are for use with the mini and mega boss encounters and offer two unique encounters!The Asylum Demon Expansion also adds new encounter cards which provide larger battles than ever before in Dark Souls™: The Board Game. The tremendous scale of these encounters creates a whole new level of peril for you and your party. Are you up to the challenge?Contents:1 Asylum Demon1 420mmx420mm Mega Boss Game Board (foldable)4 Level 4 Encounter Cards24 Boss Behaviour and Data Cards4 Boss Treasure CardsAsylum Demon Boss Dial4 Pillar TokensRules LeafletThis expansion includes components in English, French, German, Italian, and Spanish.
£60.00 £54.00
Challengers! is an interactive deck-management game for 1-8 players that plays in about 45 minutes independent of player count. With the tournament gameplay style, you meet another opponent every round.In the Deck Phase, you choose new members and add them to your deck, which might consist of a wizard, alien, cat, gangster and kraken. 75 distinct characters with more than 40 exciting effects create a unique experience every game. Choose from six different sets and discover new strategies and synergies every game.In the Match Phase, stay in flag possession to win the trophy of that round. Try to get the most fans and trophies over the course of seven rounds to be able to qualify for the final. If you can best your opponent in the final, you win Challengers!(If you think that all sounds a lot like a board game adaption of a digital Autobattler, we are proud to tell you that this is the first of its kind!)—description from the publisher
£40.00 £28.00
In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever — subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins.
£60.00 £54.00
In secret and forbidden ruins buried in the uncharted places of the world, there hide ancient relics humanity was never meant to find. But a brave few will sacrifice everything to set things right and protect the Earth from its own undoing.The Forgotten Age Investigator Expansion features five investigators for Arkham Horror: The Card Game and contains all of the player cards from the original The Forgotten Age cycle of content. Guide your party to safety as the expedition leader, Leo Anderson; discover untouched wilds as the explorer, Ursula Downs; make a quick escape as the bootlegger, Finn Edwards; call forth miracles as the priest, Father Mateo; and seek strength in a dark pact as the haunted, Calvin Wright.This expansion is a fantastic addition to any Arkham Horror: The Card Game player’s collection, and the cards within can be used to build or enhance investigator decks for any of the game’s scenarios or campaigns.—description from the publisher
£45.00
Defend the Dreamlands from the schemes of the Spinner in Darkness in Weaver of the Cosmos, the sixth and final Mythos Pack in the Dream-Eaters cycle for Arkham Horror: The Card Game! Weaver of the Cosmos is Scenario 4–B of The Web of Dreams campaign for Arkham Horror: The Card Game. This scenario can be played on its own in Standalone Mode or combined with the other expansions in The Dream- Eaters cycle to form a larger four-part or eight-part campaign. After the events of Point of No Return, you have finally reached the perilous nightmarescape that you have been led to since the very beginning. Everything has led to this— Virgil’s writings, your companions’ unending sleep, the black cat, all of it. This transdimensional space is home to a spider creature that would obliterate your world and replace it with a new reality. If you cannot stop it, there will be no Earth left to return to, no escape from this hellish dream, and the Dreamlands will be lost as well. You have no choice but to fight.
£17.00 £11.50
Things are definitely getting weird in Undimensioned and Unseen, the fourth Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game… By the time your pursuit of two missing professors leads you to the scenario from Undimensioned and Unseen, you'll have traveled far from the familiar comforts of Arkham, and you'll have witnessed things you know no one would ever believe. You'll find yourself neck-deep in furtive cultists and their sacrifices, inundated with information about "Ancient Ones" and unholy rituals. And you'll suddenly find yourself forced to destroy terrifying, monstrous creatures that are literally impervious to everything in your arsenal… A mystery within a mystery, Undimensioned and Unseen may bring you another step closer to your ultimate goal, but you must first track down whatever knowledge or power may allow you to defeat a number of otherwise invulnerable Abominations. And it demands that you complete your investigation quickly—possibly by making use of the Mythos Pack’s new player cards—lest you should no longer be the hunter, but the hunted!
£17.00 £11.50
The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you'll find twenty-eight player cards, including four copies of a new weakness. You'll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can't get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so. Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario's replayability, meaning this nightmarish ride is one you'll want to take again and again and again!
£17.00 £11.50
The King in Yellow has come to Arkham, you caught the performance, and now you find yourself drawn into the maddening web of powerful forces and sinister event that seems to surround the mysterious play. So how do you proceed? Where do you continue your investigations? How you do hold onto the tattered threads of your limited sanity? If there are ties between the play and Arkham, there's one place where you might uncover themthe Arkham Historical Society, a landmark building that holds age-old secrets even its curator doesnt know Even as it introduces a new scenario through which you can explore the Societys hidden secretsand the many terrors with which they are associatedEchoes of the Past introduces a wealth of player cards driven by two major themes that allow you to refine your investigators practiced Talent and Composure. Echoes of the Past is the first Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game. This is not a standalone product. It requires the Arkham Horror: The Card Game Core Set and The Path to Carcosa deluxe expansion to play.
£17.00 £11.50
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
£80.00 £72.00
2083. Humankind died out decades ago, leaving behind mere vestiges of its time on Earth. As time went by, nature reclaimed land all over. In this resurgent world, apes have kept evolving. They've been gathering in tribes, growing, mastering human items, and advancing in their quest for knowledge. As the leader of such a tribe, you need to guide it towards collective intelligence.After Us is a deck-building and resource management game featuring an original and intuitive combo system in which players are each leading a tribe of apes. Starting only with tamarins, they combine their cards each turn to collect resources and gather victory points, attracting new apes into their tribe along the way: powerful gorillas, resourceful orangutans, versatile chimpanzees, and wise mandrills. The first player to obtain 80 points prevails in the race to collective intelligence — and wins the game.— description from the designer
£45.00 £40.50
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