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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
SETI: Space Agencies, an expansion for SETI: Search for Extraterrestrial Intelligence, introduces powerful asymmetric organizations — each with unique abilities, strategic advantages, and starting conditions that redefine how you approach the search for alien life. As the leader of one of these institutions — ranging from private tech companies to global research networks — you'll bring a distinct perspective and specialized tools to the mission, unlocking bold new strategies and rewarding long-term planning. In addition to these organizations, the expansion adds three new alien species, each with their own unique twists, and over forty new project cards inspired by real-world initiatives. These integrate seamlessly into the main deck, providing even greater variety and strategic options. "Quick Start" cards, designed for use with the organizations, let you skip the slower opening round and dive straight into the action. They introduce an extra layer of asymmetry during set-up and can be used to further accelerate games in lower player counts. Finally, the expansion introduces signal tokens, a subtle but meaningful new mechanism that enhances scanning efficiency. Whether you're adapting to your organization's strengths or navigating fresh interstellar challenges, SETI: Space Agencies deepens the strategic landscape of your mission to discover life beyond Earth.
£28.99 £26.10
£8.00
In Everdell Duo, you either compete against your single opponent or play co-operatively with another player to earn the most points. You accomplish this by placing workers to gather resources, then use those resources to play cards face up in front of you, creating your own woodland city. Cards may be played from your hand or from the face-up area on the board called the meadow. However, only cards touching the sun or moon token may be played from the meadow, and players move these tokens each time they perform a turn. Therefore, planning for and timing which cards you play is critical. Each game you try to achieve various events, the requirements of which differ from game to game, making certain cards and combinations more important to pursue. The game lasts for four seasons, then players add their scores to determine the winner. If you're playing co-operatively, check the requirements for the chapter you are playing to see whether you have won. —description from the publisher
£35.00 £31.50
Playing Nemesis will take you into the heart of sci-fi survival horror in all its terror. A soldier fires blindly down a corridor, trying to stop the alien advance. A scientist races to find a solution in his makeshift lab. A traitor steals the last escape pod in the very last moment. Intruders you meet on the ship are not only reacting to the noise you make but also evolve as the time goes by. The longer the game takes, the stronger they become. During the game, you control one of the crew members with a unique set of skills, personal deck of cards, and individual starting equipment. These heroes cover all your basic SF horror needs. For example, the scientist is great with computers and research, but will have a hard time in combat. The soldier, on the other hand...Nemesis is a semi-cooperative game in which you and your crewmates must survive on a ship infested with hostile organisms. To win the game, you have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece. You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, agendas held by your fellow players, and sometimes just cruel fate.The gameplay of Nemesis is designed to be full of climactic moments which, hopefully, you will find rewarding even when your best plans are ruined and your character meets a terrible fate.
£125.00 £112.50
In the most distant reaches of the world, magic still exists, embodied by spirits of the land, of the sky, and of every natural thing. As the great powers of Europe stretch their colonial empires further and further, they will inevitably lay claim to a place where spirits still hold power - and when they do, the land itself will fight back alongside the islanders who live there.Spirit Island is a complex and thematic cooperative game about defending your island home from colonizing Invaders. Players are different spirits of the land, each with its own unique elemental powers. Every turn, players simultaneously choose which of their power cards to play, paying energy to do so. Using combinations of power cards that match a spirit's elemental affinities can grant free bonus effects. Faster powers take effect immediately, before the Invaders spread and ravage, but other magics are slower, requiring forethought and planning to use effectively. In the Spirit phase, spirits gain energy, and choose how / whether to Grow: to reclaim used power cards, to seek for new power, or to spread presence into new areas of the island.The Invaders expand across the island map in a semi-predictable fashion. Each turn they explore into some lands (portions of the island); the next turn, they build in those lands, forming settlements and cities. The turn after that, they ravage there, bringing blight to the land and attacking any native islanders present.The islanders fight back against the Invaders when attacked, and lend the spirits some other aid, but may not always do so exactly as you'd hoped. Some Powers work through the islanders, helping them (eg) drive out the Invaders or clean the land of blight.The game escalates as it progresses: spirits spread their presence to new parts of the island and seek out new and more potent powers, while the Invaders step up their colonization efforts. Each turn represents 1-3 years of alternate-history.At game start, winning requires destroying every last settlement and city on the board - but as you frighten the Invaders more and more, victory becomes easier: they'll run away even if some number of settlements or cities remain. Defeat comes if any spirit is destroyed, if the island is overrun by blight, or if the Invader deck is depleted before achieving victory.The game includes different adversaries to fight against (eg: a Swedish Mining Colony, or a Remote British Colony). Each changes play in different ways, and offers a different path of difficulty boosts to keep the game challenging as you gain skill.
£89.99 £81.00
Gloomhaven: Buttons & Bugs is a solo play game, with an original campaign story written by Isaac Childres, that features a playstyle similar to Gloomhaven in a fraction of the size.Gloomhaven: Buttons & Bugs is set after the events of Gloomhaven and Forgotten Circles. The Aesther recluse Hail has earned a reputation for being highly instrumental in saving the city from recurring disasters, and she absolutely hates it. Wannabe heroes are constantly barging in on her studies at the Crooked Bone, looking for help in becoming famous themselves — not to mention all the demons that come by looking for vengeance. She briefly considered moving, but as that would require effort, she instead just placed an enchantment on her front door: Anyone who attempts to open it becomes miniaturized and therefore is no longer a problem.Your character is one such wannabe hero. In an ill-advised attempt at fame, they try to visit Hail, and poof. Now they're the size of a mouse and have entered an entirely different realm of lawlessness and self-preservation. They must find a new way into the Crooked Bone to convince Hail to return them to their previous size.Each scenario is a single card, pitting one mercenary against a handful of enemies with simplified actions and AI. Each mercenary has a hand of just four double-sided cards, but they can be used twice — both the front and the back — before they are discarded. Attacks are resolved using a die in conjunction with a modifier table, and both the table and the mercenary ability cards can be improved as you level up throughout the campaign.—description from the publisher
£19.99 £18.00
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice—just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope—if not in this world, then in the peace that lies beyond.In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!Each of the three expansions for Gloom adds one more player, thus with all three expansions, this should be playable with seven players.
£29.99 £27.00
Trouble is brewing off the shores of Catan. Though your thriving communities have begun to grow into majestic cities, your success and wealth have caught the attention of marauding invaders. To ensure the collective security of the island, you must stand together and muster an army of the bravest knights.Maintaining an army while also advancing your society is no simple task, but the greatest leaders thrive on a good challenge. Huzzah
£54.99 £49.50
Climb the social ladder — or kick it over. The trick-taking game Tax the Rich features a deck depicting characters of various social ranks from the Poor to the President. Each round begins with a simple bidding phase to determine both the trump color and the number of tricks required to score bonus points. The winner of the bid must then acquire the required number of tricks, together with their ally. The game is played as a trick-taking game in which the highest social ranks are the strongest cards. However, if at any time all remaining cards in your hand have a flag symbol, you may trigger a "revolution" by revealing your cards. This flips the social hierarchy upside down so that the lowest-ranked cards become the most powerful. Having called for a revolution, you stand publicly exposed, playing the rest of this round with your cards face up. The game includes thirteen rule cards that add variety by giving certain character cards special abilities related to their profession: Workers "unionize", the Billionaires "power grab", the Police "stop and frisk", Scientists "debunk" etc. You can play with random rule cards or use one of the scenarios suggested in the rules. With an optional variant, players can also collect cards with a feminist icon to trigger a feminist revolution, boosting the value of all female characters. —description from the designer
£18.99 £17.10
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