PAGAN - BEYOND THE PALISADES (EXPANSION)
The first expansion for Pagan: Fate of RoanokeThe colony has been troubled from the beginning. Even without the disconcerting witchery within the village, settling new frontiers has proven remarkably difficult. Even so, the colony must turn its attention to the wild lands beyond the palisades, where its resources are key to survival.
Discover two new game mechanics: Gloom and Cleanse. As the Witch casts Gloom across the lands, the Hunter seeks to Cleanse any Gloom encroaching on the village.
Complete with 2 new decks for the Witch and the Hunter, a whole new set of Villagers, and 4 new Scenarios, Beyond the Palisades will provide you with new strategies to discover in your games of Pagan!
$75.00
1 in stock
SEA SALT & PAPER: EXTRA PEPPER (EXPANSION)
Extra Pepper adds a flavorful twist to Sea Salt & Paper with 12 new effect cards that change the rules each round! Every game begins with a randomly drawn effect that applies to all players, modifying point values, changing actions, or introducing new conditions. At the end of the round, the effect sticks with one player and continues to affect only them, for better or worse. This dynamic system keeps the gameplay fresh, surprising, and more interactive than ever.
COMPONENTS
12 Effect Cards1 Rulebook
$22.00
3 in stock
ENDEARMENT
It is a time of elegance, wit, and exacting decorum, and you, a handsome young lady of respectable family and pleasing address, have just completed the perusal of a most delightfully engaging novel. You begin to consider, were you a heroine upon such pages, whether your character would be marked by wit and charm, vigour and capability, honour and wealth. Amidst the genteel diversions and drawing-room delights so prettily described, your heart begins to fix not on the trifles, but on the heroine’s romance, and you find yourself, perhaps unwisely, wishing for a story not unlike her own.
Endearment is a strategy board game where you take on the role of one of Jane Austen's beloved heroines as you traverse Regency England, improve your traits, and engage in social rivalries in pursuit of a timeless romance.
The game is quick to learn using a simple rule system that enables players to jump right into the game without reading page after page of rule books. Randomized goals and different paths to victory make every expedition a fresh and fun experience.
GAMEPLAY
The game is played over a series of Chapters.
At the start of each Chapter, Settings and Characters are added to the game board, and a Plot card is drawn. Then players take turns visiting Town to gain Persuasion from the Tea House, buy Dresses from the Modiste, and invite or search for Characters in the Character deck and discard. Once all players have performed their Town actions, players take turns visiting Settings and interacting with Characters in a series of rounds until all Settings have been visited and the Chapter ends.
As with any Jane Austen novel, the game ends with a wedding (or sometimes more than one wedding)! Once one or more players are married, the current Chapter is completed, the game ends, and bonus points are scored. The player with the most Endearment wins!
COMPONENTS
1 Gorgeous game boards (inspired by the decorative wall panelling of the Regency era)8 Heroine cards4 Trait boards15 Heroine portrait cards1 Wooden first player marker24 Wooden trait tokens8 Wooden pawns32 Character cards36 Setting cards60 Dress cards35 Plot cards54 Persuasion cards
$125.00
3 in stock
ENDEARMENT: A TRIP TO BATH (EXPANSION)
A Trip to Bath Expansion adds a new setting depicting Regency era Bath, one new heroine from Jane Austen's The Watsons, which was written while she lived in Bath.
COMPONENTS
24 Setting cards1 Heroine cards15 Society tokens10 Plot cards3 Heroine portrait cards1 Hero card30 Supporting character cards*Note: this is an expansion and requires the core game Endearment (269537) to play.
$48.00
2 in stock
ENDEARMENT: THE SEASON IN LONDON (EXPANSION)
London is Calling!
Connections and society were ever-present in the Regency era, and the Season in London was at the center of it all. Visit special London Settings to vie for valuable connections and complete new objectives for endgame bonuses.
The Season in London adds new settings depicting Regency Era London, new ball gowns, and two new heroines from Jane Austen's Lady Susan.
Contains:
6 Plot Cards12 Dress Cards2 Character Cards36 Setting Cards4 Heroine Portrait Cards2 Heroine Cards30 Society Character CardsThe Season in London requires Endearment base game.
$48.00
2 in stock
ARCS - PLAYMAT (ACCESSORY)
Upgrade your Arcs game with this neoprene mat, featuring premium stitched edges.
Measures approximately 31" x 17".
A copy of the Arcs base game is required to use this item.
$75.00
2 in stock
ARCS - MINIATURES PACK (ACCESSORY)
Bring the galaxy to life with 100+ beautiful plastic miniatures, washed in dark pigment to bring out the details!
Includes:
60 ships and 40 agents15 Imperial ships and 4 Flagships
$95.00
3 in stock
ELEVENSES (POCKET LINE EDITION)
Elevenses is a card game in which respectable 1920s socialites strive to serve the finest morning teas!
Each player starts the round with an identical set of eleven morning tea cards. Each card has a point value as well a special action which must be carried out when it is played. The lower the point value of a card, the better its power. The powers lead to surprising interactions between the players! Cards must also be played to a specific position on the table. Whenever a card is played, in most cases you pick up the card that was previously in its position, requiring you to plan your morning tea carefully!
The round ends when a player plays the "Elevenses" card. It's time for tea! The players compare the value of their cards. Points are awarded to the highest scoring morning teas. The game continues until a player has 7 or more points. She has served the finest morning teas of all and wins the game!
$34.00
2 in stock
MELTWATER
Meltwater Board Game thrusts players into a bleak, post-apocalyptic world where nuclear fire has ravaged the globe, leaving Antarctica as the last habitable landmass. Two players take command of the remnants of superpowers, locked in a desperate struggle for control of the icy continent. This game uses simple, diceless mechanics focusing on tactical movement and resource control, where starvation can be a more potent weapon than combat, and ever-encroaching radioactive contamination constantly shrinks the available safe territory, forcing confrontations.
Key Features:Experience a dark, compelling narrative of survival after a nuclear apocalypseEngage in tense, diceless tactical gameplay focused on positioning and resource denialCommand the shattered forces of a superpower vying for control of AntarcticaRecruit and manage survivors and control vital stockpilesSurvive the advancing radiation and outmaneuver your opponent for victory
$105.00
1 in stock
THE FOX IN THE FOREST - DELUXE
Fairy Tales come to life in this deluxe version of the beloved trick-taking game.
Use special abilities to change the trump suit, lead even after losing a trick, and more. Aim for the majority of tricks each hand, but don’t get greedy! If you win too many, you will fall like the villain in so many fairy tales.
This deluxe edition includes three all-new modules: special cards, goal cards, and poison cards! Features new illustrations, foil stamping, and acrylic tokens.
Contents:
• 33 base cards• 9 special cards• 16 goal cards• 3 poison cards• 2 reference cards• 17 scoring tokens• 1 rulebook
Features:
• Deluxe Edition of the best-selling game, The Fox in the Forest!• Two player trick-taking at its finest!• Includes all-new illustrations, foil stamped cards, and acrylic point tokens!• Three new gameplay modules add new twists! Play with one or play with all. Gameplay modules include:• Special cards add new abilities to the core game• Goal cards provide alternate ways to score points• Poison cards make collecting eights more dangerous
$56.00
3 in stock
DRAGOON
You and your fellow dragons have lived peacefully on your island...until now. The invasion of humans has awakened your instincts to dominate and hoard as much gold as you can get your claws on!
Dragoon is an action strategy game with an ever-changing landscape. Village and city tiles populate the map each round using a coordinate system. During your turn, choose between claiming villages and cities that pay you tribute, or destroying them outright for instant gold. Challenge other players in dragon-to-dragon combat before they lay waste to your empire or enter your cave to steal your riches. You’re never out of the game until the last gold coin is snatched up!
When game night strikes with a mixed experience group, Dragoon is quick to learn and get started. Gaming vets and newcomers alike can have fun competing as 2-4 playable dragons."
Features:
• Action-strategy game with a dynamic game environment• For 2–4 players aged 13 and up• Playtime: approximately 30–60 minutes• Premium materials and appealing design• Easy to learn with strategic depth
Contents:
• 1x Cloth game board (6×6 grid)• 4x Dragon figures• 4x Dragon caves• 4x Skull scorekeepers• 36x Totem markers• 20x Population tiles• 1x Treasure chest• 1x Human skull• 2x Dice• 1x Deck of 58 cards• 1x Rulebook• 1x Large cloth bag (score tracker)• 4x Small cloth bags for game pieces
Details:
• Age: 13+• Players: 2–4 • Playing Time: 30–60 Min
$61.00
4 in stock
MANTLE OF THE KEEPER DELUXE EDITION
'Tolkien meets Hunger Games' in this 2-4 player fantasy card-driven skirmish game.
In Mantle of the Keeper, players take on the role of one of six Chosen that the Ascended have selected to compete in the Keeper Trials.
Players must leverage their Chosen’s unique combat style and favor abilities to gain the upper edge on their opponents in battle. Each round, players will strategize how to traverse the arena's terrain, avoid hazards, and play their Chosen’s individual deck of cards to deliver attacks and devastate their foes.
Players can face off in a free-for-all or choose to divide into teams to utilize each other's strengths to defeat the opposing players.
Details:
Players: 2-4 Playing Time: 30-60 Age: 14+
Get all of the Mantle of the Keeper content, including 6 Chosen Miniatures and the Guardian and Ascended Expansion.
Contents:
Rulebook
Lore Booklet
6 Highly-Detailed Chosen Miniatures
6 Punchboard Standees
6 Dual-Layered Player Boards
120 Chosen Cards
6 Decks of 20 Cards
60 Mini Guardian Cards
6 Decks of 10 Cards
6 Double-Sided Rym Terrain Tiles
15 Hazard Tokens
3 Arcane Turret Tokens and Standees
20 Tracking Cubes
1 Vogarn Experimental Die (D6)
1 Active Player Token
5 Reference Cards
$165.00
2 in stock
PACTS
Is that a light at the end of the... branch?
A curious cat prowls into the forest, lured by flickering lights of all colors dancing through the trees. What are they? Oh, the wisps from the old tales! Each one sparkles with charm and mischief, carrying a unique personality. Can you guide them just right and make your forest the brightest?
Welcome to Wispwood, a magical place populated by glowing wisps. On your turn, choose a wisp tile and a shape to place in your personal grid—your very own growing forest. Each wisp has desires about where it wants to shine, and even the magical trees have preferences! You’ll aim to meet their expectations across three scoring rounds. Between rounds, the forest shifts—fading and expanding—yet the wisps you’ve already placed remain, shaping the possibilities ahead.
With each game, new goal cards redefine the wisps’ whims, ensuring your forest grows in a unique way every time. Enter the forest and explore the magic of Wispwood!
Important notesNot suitable for children under 36 months
$80.00
2 in stock
SCOUT
You ave suddenly been appointed as the leader of a circus. Using the members of your circus, you must put together a show that will beat out your rivals. Everyone on your team has a specific role.To fill in thegaps on your team, try to scout members away from other circus groups! With te addition of just one extra person, you may set off an incredible chain reactinon that helps you create a show that no other circus will be able to surpass. Will you battle with your current members? Or will you wait itout and try to recruit different ones? Youwill feel amazing when you make the right choices in this speedy card game!
Players: 2-5
Ages: 9+
Playtime: ~20 minutes
SCOUT is a ladder-climbing game in which cards have two potential values, players may not rearrange their hand of cards, and players may pass their turn to take a card from the current high set of cards into their hand.
More specifically, cards are dual-indexed, with different values on each half of the card, with the 45 cards having all possible combinations of the numbers 1-10. During set-up, whoever is shuffling the cards should randomize both the order of the cards in the deck and their orientation. Once each player has been dealt their entire hand of cards, they pick up that hand without rearranging any of the cards; if they wish, they can rotate their entire hand of cards in order to use the values on the other end of each card, but again they cannot rearrange the order of cards in their hand.
On a turn, a player takes one of two actions:
• Play: A player chooses one or more adjacent cards in their hand that have all the same value or that have values in consecutive order (whether ascending or descending), then they play this set of cards to the table. They can do this only if the table is empty (as on the first turn) or the set they're playing is ranked higher than the set currently on the table; a set is higher if it has more cards or has cards of the same value instead of consecutive cards or has a set of the same quantity and type but with higher values. In this latter case when a player overplays another set, the player captures the cards in this previous set and places them face down in front of themselves.
• Scout: A player takes a card from either end of the set currently on the table and places it anywhere they wish in their hand in either orientation. Whoever played this previous set receives a 1 VP token as a reward for playing a set that wasn't beaten.
Once per round, a player can scout, then immediately play.
When a player has emptied their hand of cards or all but one player have scouted instead of playing, the round ends. Players receive 1 VP for each face-down card, then subtract one point for each card in their hand (except if they were the player scouted repeatedly to end the game). Play as many rounds as the number of players, then whoever has the most points wins.
$30.00
1 in stock
TRICKDRAW
In Trickdraw, you collect gold and call on allies to become the local hero (or villain!) of the mercantile town Trickdraw Junction.
Cards can be played two different ways. Face down as gold (worth 1 point), or face up to perform actions. With only 10 points to win, any card you draw is guaranteed to push you toward victory.
The real trick comes not in how you use your cards the first time but in how you REUSE them. As you play, you’ll discover numerous ways to flip the cards in front of you. And whenever you flip a card face up, you can activate it again immediately!
You can also do the opposite. Flipping a spent card face down gives it new value as 1 point. This mechanic lets you find creative uses for your resources, giving all cards relative value. Your best card one turn may be better face down the next.
These tools allow for strong combos, sneaky plays, and cheeky bluffs. New strategy will emerge each time you play, and no game will feel quite like the last.
$35.00
1 in stock
TICKET TO RIDE: SAN FRANCISCO
Place cable cars everywhere in San Francisco to connect tourist spots.
2-4 Players | 10-15 Mins | Ages 8+
Features: Hand Management, Network and Route Building, Open Drafting, Set Collection
Description:
Ticket to Ride: San Francisco features the familiar gameplay from the Ticket to Ride game series — collect cards, claim routes, draw tickets — but on a map of 1960s San Francisco that allows you to complete a game in no more than 15 minutes.
Each player starts with a supply of 20 cable cars, two transportation cards in hand, and one or two destination tickets that show locations in San Francisco. On a turn, you either draw two transportation cards from the deck or the display of five face-up cards (or you take one face-up ferry, which counts as all six colors in the game); or you claim a route on the board by discarding cards that match the color of the route being claimed (with any set of cards allowing you to claim a gray route, although some require ferries); or you draw two destination tickets and keep at least one of them.
When you build a line that connects to a souvenir location, such as Lombard Street, the Embarcadero, or the Golden Gate Bridge, you take a souvenir token from that location.
Players take turns until someone has no more than two cable cars in their supply, then each player takes one final turn, including the player who triggered the end of the game. Players then sum their points, scoring points for (1) the routes that they've claimed during the game, (2) the destination tickets that they've completed (by connecting the two locations on a ticket by a continuous line of their cable cars), and (3) the souvenirs that they've collected, with a full set of seven souvenirs being worth 12 points. You lose points for any uncompleted destination tickets, then whoever has the high score wins!
$51.00
1 in stock
AZUL MASTER CHOCOLATIER (LIMITED EDITION)
Azul present a sweet new design and it’s a delight for the eyes!
We are proud to officially announce the new version of Azul, Azul Master Chocolatier from designer Michael Kiesling.
This two to four-player game plays the same as the original but with those delicious looking chocolate tiles taking the place of the gorgeous porcelain tiles ones. We added an optional variant on the nine chocolate factory displays to enjoy and discover for all of our Azul fan.
The perfect buy as well as the perfect gift! We can never have enough of Azul, and this new edition is not an exception.
$90.00
4 in stock
TICKET TO RIDE: PARIS
Create your own version of the Paris Métro.
2-4 Players | 10-20 Mins | Ages 8+
Find yourself transported to the glamorous Paris of the roaring twenties. Jump aboard an open platform bus, cruise down Champs-Élysées Avenue, admire the Eiffel Tower, and conclude your day by enjoying a picturesque sunset from a charming terrace in Montmartre.
1 board map of Central Paris’s transportation network60 Parisian buses (15 in each color)44 Transportation cards20 Destination Ticket cards4 Scoring Markers1 rule leaflet
$57.00
1 in stock
WISPWOOD
Is that a light at the end of the... branch?
A curious cat prowls into the forest, lured by flickering lights of all colors dancing through the trees. What are they? Oh, the wisps from the old tales! Each one sparkles with charm and mischief, carrying a unique personality. Can you guide them just right and make your forest the brightest?
Welcome to Wispwood, a magical place populated by glowing wisps. On your turn, choose a wisp tile and a shape to place in your personal grid—your very own growing forest. Each wisp has desires about where it wants to shine, and even the magical trees have preferences! You’ll aim to meet their expectations across three scoring rounds. Between rounds, the forest shifts—fading and expanding—yet the wisps you’ve already placed remain, shaping the possibilities ahead.
With each game, new goal cards redefine the wisps’ whims, ensuring your forest grows in a unique way every time. Enter the forest and explore the magic of Wispwood!
Important notesNot suitable for children under 36 months
$65.00
0 in stock
RISK: G.I. JOE - SPECIAL MISSIONS
In RISK G.I. JOE: Special Missions, two to four players each join one of two factions, G.I. Joe or Cobra, and seek to complete missions or resolve plots in an effort to score the most objective points (OP) by the end of the game. One of five master scenarios guides the action, leading to conflicts erupting in hotspots around the world. This keeps the action tense and players on their toes, as no two games will unfold in the same way. At the end of three rounds, the faction with the most objective points wins!
RISK G.I. Joe Special Missions takes the familiar RISK environment in a new direction, with a focus on achieving multiple objectives rather than global domination. Many typical RISK strategies may be less successful in this version. In this game, scenario and objective cards guide player strategy. There are multiple unit types with variable movement, initiative, and battle bonuses. Units removed in battle are only temporarily lost, as they will cycle back into action. The action cards – a system introduced in previous RISK games – create new avenues for moving and gaining units that are not present in the traditional game. Experience all RISK G.I. JOE: Special Missions has to offer!
Features:Get to the bottom of Cobra's latest nefarious schemes and put a stop to them!Command Cobra and Joe Leaders, each with a special ability!Play through 5 unique scenarios!252 Miniatures including GIs, Airstikers, Wolverines, Cobra Troopers, Rattlers, and H.I.S.S.Complete Missions or Plots to achieve victory!
Contents:1 Gameboard252 Miniatures13 Leader Cards36 Action Cards46 Territory Cards1 Battle Bonus Card10 Scenario Cards26 Objective Cards4 Large Player Aids13 Leader Tokens20 Command Tokens12 Plot Tokens20 Objective Point Tokens10 Base Tokens1 USS Flagg Token1 Cobra Island Token1 Round Tracker1 Recruit Value Tracker4 Battle Bonus Trackers7 Basic Scenario Tokens6 Terror Drom Tokens1 M.A.S.S. Device Token1 Broadcast Energy Transmitter (B.E.T.) Token6 Battle Dice2 Faction Screens1 Rulebook
For Ages: 14+Game Type: Strategy GamePlayers: 2-4Playing Time: 90-120 minutes
$115.00
1 in stock