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Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between role-playing and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!In the game, you and your friends become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you've dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you'll be scarred by your encounters with a ghoulish cult.No matter what compels you, no matter what haunts you, you'll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world's most terrifying mysteries.Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You'll find cultists and foul rituals. You'll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world...The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham's landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand—and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.
£69.99 £63.00
Ark Nova: Marine Worlds, an expansion for Ark Nova, introduces multiple new elements to the game, such as sea animals that each have to be played in new special enclosures that must be built adjacent to water.Roughly half the sea animals are reef dwellers, and whenever you add a reef dweller to your zoo, you trigger the ability of all reef dwellers in your zoo. To deal with the dilution of the deck, naturally caused by adding more cards, all sea cards feature a wave icon, and whenever it is revealed in the display, you discard the first card in the row, then replenish.A new fourth university is available on the association board, and if you take it, you claim one of six special universities from the reserve that feature one research icon and one of six animal icons. When you take this registry, you reveal cards from the top of the deck and keep the first revealed card with an animal icon that matches your chosen university.For each of the five action cards, four alternate versions with a little twist will be available. Players draft action cards at the start of play, replacing two of their standard action cards with these new ones, increasing the asymmetry in the game.New bonus tiles and final scoring cards will also be included.Also the expansion will include alternate wooden markers for the 3 tracks and cute animals to mark the conservation projects you support instead of using your regular player markers.
£30.00 £27.00
By adding the Blighted Reach Campaign Expansion, you can also play Arcs in an innovative micro-campaign, where each game is one episode in an epic trilogy that stretches across an even larger galaxy.Everyone begins as petty regents in a dying empire, but your fates quickly diverge. The campaign contains twenty-four fate seeds, each with tons of branches, twists, and turns. Uncover lost knowledge, guide your people to a new home, or forge a galactic confederation!As you complete objectives and make critical decisions, the campaign grows and changes. If you destroy a world, its refugees might flood the galaxy in your next game. If you find your society driven to a state of collapse, you can even abandon your homeworld and play the next game operating out of a lone flagship.Each game in the campaign takes less than two hours to play. You can sit down for a single skirmish and then pack up for another day, or settle in for an epic three-act saga! Just make sure to stretch and drink some water between games.—description from the publisher
£95.00 £85.50
Armed with sabres and arquebuses, moloitsy form the backbone of Cossack armies. They are proficient in close and ranged combat, but their true strengths are their senses and their quickness sharpened by the tough life in the Ukrainian steppes.Warning: this is not a standalone product. You will need a copy of Anno Domini 1666 Base Game to use the contents of this box. Contents:• 3 highly detailed plastic miniatures• 6 Character cards• 6 Item cards
£11.99 £10.80
In Air, Land, & Sea, two players participate in a series of Battles, with the objective to control two of the three Theaters of war after both players have played all of their Battle cards, or convince your opponent to withdraw!As Supreme Commander of your country's military forces, you must carefully deploy your forces across three possible theaters of war: Air, Land, and Sea. The order you play your Battle cards is critical, and so is how you play them. All cards can either be played face-up or face-down. Playing a card face-up triggers its Tactical Ability, but the card must be played in its corresponding theater. Face-down cards are wild and can be played to any theater, but only have a strength of 2 and do not grant Tactical Abilities.At the start of each battle, you will be dealt a hand of six cards. You will not draw additional cards during the Battle, so you must formulate your strategy based on only these cards. Players take turns playing Battle cards one at a time, until all cards have been played, or one player decides to withdraw.You do not have to continue a Battle to the very end. Sometimes, it may be best to withdraw in order to deny your opponent complete victory! In Air, Land, & Sea, a strategic withdraw may lose you the battle to ultimately win the war! Victory points are awarded at the end of each Battle based on the results, and the first player to 12 victory points wins the war!
£18.00 £16.20
Welcome, travellers, to the Japanese island of Shikoku! Tokaido Duo is a standalone game inspired by Tokaido but featuring completely new mechanisms. 1-2 players use a quick dice draft each turn to steer three unique characters on different tracks around the smallest of Japan’s main islands. As the pilgrim, visit shrines, gardens, seashores, and hot springs. As the merchant, collect and sell traditional souvenirs. As the artist, paint a variety of beautiful vistas, and gift your paintings to locals. Gain points through each character’s discoveries as you race to complete one of their jobs while enjoying the journey. The Stonemaier Games version of Tokaido Duo features character guides for each player and an Automa solo mode (which is both included in the game and available separately for those who already own Tokaido Duo).
£22.00 £19.80
Choose your dice cleverly in Ganz schön clever (German for "That's Pretty Clever") to enter them into the matching coloured areas on your score sheet, putting together tricky chain-scoring opportunities, and racking up the points! The dice you don't use are as important as those you do, because every die with a lower value than the chosen one can be used by the other players, keeping everyone in the game at all times.
£16.00 £14.40
In Hostage Negotiator, you play the part of a law enforcement agent responsible for negotiating the release of hostages taken by an unscrupulous figure hell-bent on having his or her demands met. Each turn in the game represents a conversation between you and the hostage taker. You'll play cards and roll dice to increase conversation points, decrease the threat level, and release hostages. Hostage Negotiator uses a unique "hand-building" mechanism that puts cards you purchase directly in your hand for next turn rather than leaving you wondering when the cards will show up like in deck-building games. In Hostage Negotiator there are multiple paths to victory, but the hostage taker has other plans. Will you try to calm him and get him to surrender? Will you stall and bide your time before sending in the team for a major extraction? How many hostages will you save? These are many of the exciting decisions you will make in a game of Hostage Negotiator!
£30.00 £27.00
"Crossroads" is a game series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside. Dead of Winter: A Crossroads Game, the first title in this series, puts 2-5 players in a small, weakened colony of survivors in a world in which most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors, with dozens of different characters in the game. Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition, but for each individual player to achieve victory, they must also complete their personal secret objective, which could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for their own interests! Dead of Winter is an experience that can be accomplished only through the medium of tabletop games, a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up. Dead of Winter has players making frequent, difficult, heavily-thematic, wildly-varying decisions that often have them deciding between what's best for the colony and what's best for themselves. The rulebook also includes a fully co-operative variant in which all players work toward the group objective with no personal goals.
£70.00 £63.00
Dive even deeper into the world of Kelp! A set of 6 mini-expansions adding new strategies, shenanigans and tons of replayability.They can be mixed and matched or even stacked. Change the board. Ride a jellyfish. Feel the thrill. The Brilliant Behaviours Set consists of 6 different Mini Expansions: The Jellyfish - Ride a Jellyfish and let it steal energy from the Shark. The Zones - Now it's your turn as the Shark to manipulate the board. Obstruct the plans of the Octopus, but raise the stakes for yourself in return. The Coconut - Hide the Octopus under a coconut, and make it harder to attack! Or don't... and stick the coconut on a shell to confuse the Shark! The Dens - Visit your dens to collect powered-up growth tiles. The Urchins - Place spiky Urchins on the board. The Reflexes - Upgrade your Shark with powerful dice from a new growth tile.
£12.50 £11.30
The Branch & Claw Expansion for Spirit Island features: Two new Spirits! (Sharp Fangs Behind the Leaves and Keeper of the Forbidden Wilds) A new Adversary! (France) A new step added to the Invader Phase of the game: Events! The Event Deck has events that happen each turn, adding further variation to the game play. New Tokens that can be added to the board! Wilds, Disease and Strife Tokens prevent the Invaders from Exploring, Building and Ravaging, respectively, and Beast tokens represent the wild beasts of the land that will help you out when you least expect it. New Power cards: 31 Minor and 21 Major, many of which make use of the new Tokens! 15 new Fear cards! New Blight cards and new Scenarios
£40.00 £36.00
In Dune: Imperium Uprising, you want to continue to balance military might with political intrigue, wielding new tools in pursuit of victory. Spies will shore up your plans, vital contracts will expand your resources, or you can learn the ways of the Fremen and ride mighty sandworms into battle!Dune: Imperium Uprising is a standalone spinoff to Dune: Imperium that expands on that game's blend of deck-building and worker placement, while introducing a new six-player mode that pits two teams against one other in the biggest struggle yet.The Dune: Imperium expansions Rise of Ix and Immortality work with with Uprising, as do almost all of the cards from the base game, and elements of Uprising can be used with Dune: Imperium.The choices are yours. The Imperium awaits!
£60.00 £54.00
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