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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
The trick-taking game Wizard uses a sixty-card deck that consists of the traditional 52-card deck (1-13 in four suits) along with four Wizards (high) and four Jesters (low).Players compete over multiple rounds based on the number of players, and whoever ends with the highest score wins. In each round, players are dealt a hand of cards — one card in the first round, two cards in the second, three in the third, etc. — then trump is determined by flipping the top card of the undealt deck; if a suit is revealed, that suit is trump, while if the card turned up is a Jester, it is turned down and there is no trump for that round. If the card turned up is a Wizard, the dealer chooses one of the 4 suits as the trump suit. The dealer cannot choose "no trump". On the last round of each game all cards are dealt out so there is no trump. Players then state how many tricks they expect to win in the round.The playing and winning of the tricks uses mostly standard trick-taking rules. If a player leads a suited card, then all other players must follow suit, if possible. If a player leads a Jester, then the second player determines the suit led. If a player leads a Wizard, then those who follow can play whatever they want. However, in all cases a player may always play a Wizard or Jester, even if they hold cards in the suit led.After each player has played a card, determine the winner of the trick as follows: If one or more Wizards were played, the player of the first Wizard wins the trick, collects the cards, and leads to the next trick. If not, whoever played the highest trump wins the trick. If not, whoever played the highest card of the suit led wins the trick. If all players played Jesters, whoever played the first Jester wins.After all tricks have been played, players tally their score for the round. If a player matched their bid, winning exactly as many tricks as stated at the start of the round, they score 20 points, plus 10 points for each trick taken. If a player missed their bid, they lose 10 points for each trick that they were off, whether they took more or fewer than predicted.A common variant in Wizard is to not allow the total number of tricks bid in a round to match the round number, thereby forcing (at least) one player to be off each round.
£10.00
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 fuelled the war with heavily armoured 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.
£48.00 £43.20
Possibly the most popular, mass market war game. The goal is conquest of the world. Each player's turn consists of:- gaining reinforcements through number of territories held, control of every territory on each continent, and turning sets of bonus cards.- Attacking other players using a simple combat rule of comparing the highest dice rolled for each side. Players may attack as often as desired. If one enemy territory is successfully taken, the player is awarded with a bonus card.- Moving a group of armies to another adjacent territory
£41.00 £36.90
Based on the hit Mistborn novel series by Brandon Sanderson, the Mistborn Deckbuilding game takes players into the world of Scadrial! From designer John D Clair, players get to control iconic characters from the series and "burn" metals to unlock Allomantic powers in fast-paced battles.Mistborn is a standalone deck-building game in which you “purchase” cards as you play to build and improve your deck. "Burn" metals to activate cards. Each metal has its own strengths: damaging opponents, earning mission points, and manipulating allies. There are multiple ways to win! Defeat your opponnents in furious allomantic battles or complete a series of perilous missions before your enemies do.Play head-to-head against your friends, or take on the The Lord Ruler in solo or co-op play!—description from the publisher
£45.00 £40.50
"You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner."But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn't be proud, but your grandparents, on your mother's side, would be delighted.'"'In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can "buy" as they can afford them. Through their selection of cards to buy and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end.Dominion is not a collectible card game (CCG), but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 26 Kingdom card types to include in any given play—leading to immense variety.Dominion (Second Edition) replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in the game with a seventh new Kingdom card. These new cards are available on their own in the Dominion: Update Pack. The rulebook has been rewritten, three cards have mild functional changes ("you may" added to Moneylender, Mine, Throne Room), and other cards have been rephrased (while remaining functionally the same).Dominion: Update Pack contains the seven new kingdom cards introduced in the second edition of Dominion, thereby allowing owners of the first edition to obtain these new cards without needing to repurchase the entire game.
£44.99 £40.50
Cat Fluxx is the purr-fectly chaotic card game for cat lovers everywhere!This feline-themed version of the classic Fluxx game features nine adorable Cats and their Human, with plenty of whiskered antics. Your cats will bask in Sunbeams, chase Balls of Yarn, and squeeze into Cardboard Boxes—but beware the Empty Food Bowl and dreaded Vacuum Cleaner! With ever-changing rules and endless replayability, Cat Fluxx is the ideal pick for casual game nights full of laughter, mischief, and meows. A cat-themed twist on the classic Fluxx card game Rules change as you play – every game is different Includes 9 unique cats and their human Features funny cards like the Vacuum Cleaner and Food Bowl Great for fans of humor, chaos, and cuddly cats
£19.99 £18.00
Thunder Road: Vendetta is a revved-up restoration of the classic 1986 game of mayhem on the asphalt. Grab your crew, roll your dice, race your cars, shoot your guns, and try not to get wrecked. This new version features exciting new additions, including random hazard tokens, such as wrecks, oil slicks, and more. Damage isn't merely one and done. Now, you'll draw damage tokens with exciting effects that can send your car careening across the board. You'll also have more choices on your turn, assigning one of your dice to your command board to repair damage, nitro boost, or send out your attack copter to fire away.
£59.99 £54.00
This fourth Wingspan expansion explores the birds of Mexico, Central America, South America, and the Caribbean. This incredibly biodiverse and abundant region is home to more than 3,000 bird species, including the birds with the smallest and largest wingspans in the world (the Bee Hummingbird and Snowy Albatross, respectively). Hummingbirds make up about one tenth of the bird species in Latin America, delighting birders with their quick movements and shimmering feathers. Designer Elizabeth Hargrave and artists Natalia Rojas, Ana Maria Martinez Jaramillo, and Martha Clare highlight them in this expansion with a new type of card that adds a twist to gameplay. Wingspan Americas' components include 111 new bird cards plus 40 hummingbird cards (and their related boards and mats), 8 new goal cards, 5 double-sided goal tiles, and an Automa solo mode. This expansion requires the core Wingspan game (or Wingspan Asia, which is a standalone game for 1-2 players). —description from the publisher
£30.00 £27.00
Take Time is a cooperative game where players either win or lose together. To succeed, you must strategically play 12 cards facedown around a Clock, following specific rules for each Test. You can work together through a series of games to pass all 40 Tests available in the game. —description from the publisher
£24.00 £21.60
Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2018 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together.
£20.00 £18.00
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