GUARDIANS

The Guardians once fought for justice, but these legendary heroes stepped aside after InterGov, the first world government, united the planet in peace. Nearly three decades have passed, but law and order are once more threatened. Renegade factions have emerged to challenge InterGov, and a new generation of heroes must rise up to defend it! Assemble a team and send them against your enemy, in this tactical, super-powered card game. Seize key locations while combining each hero's unique abilities to unleash ultimate attacks!


2-4 players
30-45 miutes playing time
Ages 10 to adult

$65.00
1 in stock

Related Products

MUSEUM

It’s the turn of the 20th century, the golden age of museums. As interest in and accessibility of museums grew exponentially, many institutions underwent an intense period of expansion on both an intellectual and physical level, searching to grow their collections for profit and science. You play as a curator of one such museum and it’s your job to build the biggest, most coherent collection that you can in this game of collection and bartering featuring over 300 individual illustrations by Vincent Dutrait and authentic architectural facts. But it’s no simple task! Each player in Museum has a small collection of relics to get them started, after which, they will have to send explorers around the world to uncover others. These relics each have a value which is either the cost to add them to your museum, or how much they contribute towards adding other relics to your museum. “Spent” Relics are added to your reserve. You can withdraw them from it by exchanging them for an equal amount of items however your opponents also has access to your reserve! During the game you will be required to assemble different collections. These can be from different categories (war, agriculture, architecture, etc) or periods (Ancient Egypt, Rome, Aztec, etc). Patron cards will give you bonus cards for amassing certain collections. Explorer cards will allow you to hire famous archeologists to confer bonuses to your museum and event cards will provide you with some game changing circumstances that you’ll have to work around, based on historical events! All these different elements make compiling your collection an interesting and sometimes tricky experience! At the end of the game points are scored based on collections and their value and the player with the most points wins!
$120.00
4 in stock

TOWER OF MADNESS

The veil between worlds in thinning, an ancient horror is awakening, and the very existence of the world hangs in the balance. You must investigate a series of horrific locations and discover the unknowable truth before the world ends — or go mad in the attempt to save it. Find the paranormal gates that have opened onto our world, and be stout of heart and strong of mind for only then will you discover how to seal the gates and save humanity. In Tower of Madness, a three-dimensional clock tower, standing a foot tall and filled with marbles of four distinct colors, stands before you. Thirty unworldly tentacles push through the tower walls in every direction in this high-tension, push-your-luck dice game of Lovecraft-inspired horror. Fail your investigation dice rolls and you will be forced to draw a tentacle from the tower. Any marbles that fall as a result affect your character immediately, whether adding to your discovery total, gaining you spells and knowledge that man was not meant to have, or gaining madness; drop one of the three DOOM marbles, however, and you summon Cthulhu and end the game. 3-5 playersAges 12 to adult30-45 minutes playing time
$120.00
2 in stock

SAGRADA

Draft dice and use the tools-of-the-trade in Sagrada to carefully construct your stained glass window masterpiece. In more detail, each player builds a stained glass window by building up a grid of dice on their player board. Each board has some restrictions on which color or shade (value) of die can be placed there. Dice of the same shade or color may never be placed next to each other. Dice are drafted in player order, with the start player rotating each round, snaking back around after the last player drafts two dice. Scoring is variable per game based on achieving various patterns and varieties of placement...as well as bonus points for dark shades of a particular hidden goal color. Special tools can be used to help you break the rules by spending skill tokens; once a tool is used, it then requires more skill tokens for the other players to use them. The highest scoring window artisan wins! 1-4 playersAges 10 to adult20-40 minutes playing time
$85.00
1 in stock

DUNGEON ACADEMY

Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible. In Dungeon Academy, each player has a piece of paper that shows four dungeons, with each dungeon being a 4x4 grid. The game lasts four rounds, and in each round you will go through one of these dungeons. Each player also has a character card that shows some amount of life (red) and mana (blue) along with a special power. What's actually in a dungeon is determined by dice that you roll at the start of the round. You roll sixteen dice, then let them settle in a 4x4 grid. The dice show red and blue monsters in both small and large sizes, as well as blue potions and red strength. You decide where to enter the dice dungeon and which dice to pass through in a continuous line that can change directions only orthogonally, and you draw this corresponding line on your personal grid until you exit at some other point of the dungeon without crossing over your line. You then claim the lowest available number card, with the number of cards matching the number of players. Once everyone has finished drawing a line through the dungeon, you trace out that path step by step, removing life (1 or 2) to defeat red monsters (small or large) and mana (1 or 2) to defeat blue monsters (small or large). You place new tokens on your character as you pass through potions and strength spaces. Once you're through the grid, you score points for the monsters you defeated, and you choose one of four quests on your sheet for bonus points. (In the second round, you choose one of the three remaining quests, so your choices diminish over time.) In player order based on your number card, you take one of the available treasures, which provide points and powers. Your life and mana levels carry over into the next round. In the second and third rounds, you replace one of the dice with a labyrinth die that can be passed through only in certain directions, and in the fourth round another die is replaced with the big boss die, giving you something giant to take on before ending the game and tallying your final score.
$60.00
4 in stock

SUPER MOTHERLOAD

Mars. The very near future.  The Solarus Corporation discovered an infinite source of rare and precious minerals deep in the red crust. Resources that will end the energy crisis on Earth and fuel the deep space expeditions planned as population swells beyond capacity. You have been chosen to lead an elite crew of Pod pilots who will delve below the surface of Mars in Solarus Corporation's first major drilling expedition. As a part of this maiden voyage, the corporation has agreed to let you reinvest any wealth you uncover back into training your Pod pilots, increasing their skills and efficiencies. Will you be remembered as the greatest Solarus Corporation employee in the galaxy?  Super Motherload is a tile-laying deck-building game, which means that you have your own deck of cards from which you draw each turn. The cards in your deck start out very basic, but over the course of the game you add new and more powerful cards to it. You use these cards to bomb and drill minerals and other bonuses from the game board. You then use the minerals you've collected as money to purchase better cards for your deck. Some cards give you an immediate bonus when you purchase them, and some give you other bonuses when you use them to drill. Each card you purchase from your library is worth victory points (VPs). You can also gain VPs from achievement cards that become available throughout the game. Whoever has the most VPs at the end of the game wins.  Super Motherload features game boards that are added and removed during play to create videogame-like scrolling action, and it challenges spatial relation skills for 2-4 players who love video games, Eurostyle board games, or deck-building card games. 2-4 playersAges 10 to adult60 - 75 minutes palying time
$90.00
2 in stock

PALACE OF MAD KING LUDWIG

King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it. In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins! This sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities. 2-4 playersAges 12 to adult75 minutes playing time
$120.00
2 in stock

PRINCESS JING

Help Princess Jing escape from the forbidden city. A palace can quickly become a maze for an escaping princess, where each mirror can either reveal a way out, or conceal a trap! It is up to her to use them at her advantage, before her guardians turn them into spying devices! Roberto Fraga created this new game, where each player moves their princess across the board, hiding her progression, while placing allies and mirrors to uncover your opponent’s princess. Escaping the palace and running off with your sweetheart will require both wits and stealth!
$80.00
1 in stock

WEREWOLF: INQUISITION

A terrible thing is happening in a local village: Werewolves are responsible for the deaths of many villagers. Unable to determine who amongst themselves are werewolves, they've called in a group of master inquisitors to help sort out this mess before it's too late. That's where you and your team come in. No stranger to werewolf infestations, you know that the best thing to do is to start lynching suspects. You no sooner get started on this project when you discover that there's a problem – Werewolves have also infiltrated your team of inquisitors! Now you're in a serious pickle: You need to save the village while thwarting the werewolves whom are working alongside you... Ultimate Werewolf: Inquisition is a standalone game of deduction, secrets and betrayal with no elimination. Part of the fun is figuring out who the werewolves are on your team, but even then, you've still got to outsmart them! More specifically, the humans need to rid the town of werewolves in order to win, while the werewolf players need to eliminate human villagers so that the werewolves can overrun the town. To do this, each round players either use the power of a villager's hut or take two votes from the supply. Each player then places one vote on a resident, and the resident with the most votes against him is lynched, with him and his hut being taken out of play. The werewolf players then secretly choose to kill a resident – but only one of those chosen by the Grand Inquisitor, a role that passes hands each round. Who will live? Who will die? It's in your hands... 3-12 players Ages 8 to adult 45 minutes playing time
$45.00
2 in stock

TICKET TO RIDE: GHOST TRAIN

Ticket to Ride: Ghost Train takes the gameplay of the Ticket to Ride series and scales it down for a younger audience. In general, players collect parade float cards, claim routes on the map, and try to connect locations such as the Mad Scientist's Lab, the Gingerbread House, and the Lonely Barn that are shown on their tickets. In more detail, the game board shows a map of a city with certain locations being connected by colored paths. Each player starts with four colored parade float cards in hand and two tickets; each ticket shows two locations, and you're trying to connect those two locations with a contiguous path of your trains in order to complete the ticket. On a turn, you either draw two parade float cards from the deck or discard parade float cards to claim a route between two locations by placing your ghost trains on it; for this latter option, you must discard cards matching the color and number of spaces on that route (e.g., two yellow cards for a yellow route that's two spaces long). If you connect the two locations shown on a ticket with a path of your trains, reveal the ticket, place it face up in front of you, then draw a new ticket. (If you can't connect locations on either ticket because the paths are blocked, you can take your entire turn to discard those tickets and draw two new ones.) If you create a route all the way from the Dark Forest region to the Seashore region, you collect the "trick or treat" bonus.
$70.00
1 in stock