IMPERIAL SETTLERS: AMAZONS

As you may have realized by now, all new Imperial Settlers factions begin with the letter "A" — and this is no exception! With Amazons, the third big expansion for Imperial Settlers, this formerly warmongering tribe is now building their new empire. Amazons use elements of the deck-building mechanism so that they can discard reconstructed faction cards from their deck, allowing them to modify the deck during play. They also get a lot of bonuses for building their cheap faction cards. How will you help them secure their place among others?
$50.00
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AZUL STAINED GLASS OF SINTRA

Azul: Stained Glass of Sintra welcomes players back to the world of Azul. Players are challenged to adorn the windows of the chapel of the Palace of Sintra in Portugal.
$90.00
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BETWEEN TWO CASTLES OF MAD KING LUDWIG

Between Two Castles of Mad King Ludwig is published by Stonemaier Games as part of a collaboration with Bezier Games. The king demands a castle! You are a world-renowned master builder who has been asked by the Mad King Ludwig to help design his castles. Projects of such significance require the expertise of more than one person, so for each assignment you are paired with another master builder to execute your grandiose plans. Will your planning and partnership skills be enough to design the most impressive castles in the world? Between Two Castles of Mad King Ludwig is a competitive tile-drafting game in which each tile is a room in a castle. You work together with the player on your left to design one castle, and with the player on your right on another castle. On each turn you select two tiles from your hand, reveal them, then work with your partners to place them. At the end of the game, each castle is scored. Your personal final score is the lower of the scores of the two castles you helped design, and the player with the highest final score wins the game. To win, you have to share your attention and your devotion between two castles. Featured Components: 147 unique room tiles 83 other tiles 20 bonus cards (44x67mm) 7 player aid cards (70x110mm) 7 wooden castle tokens 1 full 100 page scorepad 4-piece Game Trayz custom insert 1 rulebook
$80.00
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7 WONDERS: ARMADA

Add a new board to your Wonder, sail the seas and use your Armada to increase the influence of your city! At the beginning of each Age, the players each get a hand of 8 cards. They will thus play an extra card during each Age. Now, when a Red, Yellow, Green, or Blue card is played, the player will be able to move the ship of the same color one space, and thus get advantages. A player who has played a Red, Yellow, Blue, or Green card will have the option to pay an additional cost in order to move the ship of the same color one space on the Shipyard board.     Use the strength of your Armada to increase the power of your civilization.    Use your Armada to reinforce your trade and impose commercial debts on your opponents.    With your Armada, enhance your city so it will shine in the eyes of your competitors.    Discover new islands filled with powers and mysteries thanks to your Armada of ships.
$80.00
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RAIDS

In Raids, players sail from island to island to collect vikings and viking-related paraphernalia, using them to fight one another for good spaces and fight monsters for points.The game lasts four rounds, and at the start of each round tiles are laid out at the various locations on the path that all players must follow. On a turn, a player moves to either an empty spot on the path to claim one of the tiles located there or to an occupied spot. In the latter case, the attacking player must sacrifice a viking, then the defending player must sacrifice two vikings or vacate the space; if they sac two vikings, then the attacker must remove three or leave. Eventually, someone must leave.You can collect runes with an eye toward having lots of the same type or collect goods to sell at the end of the round. You might gather axes to give you better odds against monsters. You can collect more vikings for your crew.At the end of each round, players score majority bonuses depending on the tiles that were revealed before the round started. After four rounds, whoever has the most points wins!2-4 playersAges 10+40 minute play time
$75.00
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CENTURY: EASTERN WONDERS

Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices of the world were found. This discovery also led to further exploration, competition....and later, war! During this time of prosperity and opportunity, you find yourself traveling on the high seas in search of these exotic wonders. As a merchant and privateer representing your nation, you seek to control this region for glory and profit. Your journey continues in the Far East... Designed by Emerson Mastuuchi, Century: Eastern Wonders invites fans to return to the exciting world of spice trading as players take to the high seas in the role of merchants seeking to prosper in the exotic Indonesian islands. Century: Eastern Wonders offers new, satisfying game mechanisms that provide infinite replayability and countless strategies. Century: Eastern Wonders can be combined with Century: Spice Road to create a new gaming experience called Sand To Sea! 2-4 playersAges 8 to adult30-45 minutes playing time
$85.00
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PANDEMIC: RISING TIDE

It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea, but this system is no longer enough. In Pandemic: Rising Tide, it is your goal to avert tragedy by constructing four modern hydraulic structures in strategic locations that will help you defend the country from being reclaimed by the ocean. Storms are brewing and the seas are restless. It will take all your guile to control the flow of water long enough to usher in the future of the Netherlands. It's time to get to work. Containing the water that threatens to consume the countryside is your greatest challenge. Water levels in a region are represented by cubes, and as the water containment systems currently in place begin to fail, more water cubes are added to the board. With water levels constantly on the rise, failure to maintain the containment system could quickly lead to water spilling across the board. To successfully build the four hydraulic structures needed to win a game of Pandemic: Rising Tide, you must first learn to predict and manipulate the flow of water. Failing to maintain safe water levels throughout the country can bring you perilously close to failing your mission. Fortunately, water can be corralled by a strategically placed dike or slowed by pumping water out of a region. Correctly identifying and intervening in at-risk areas can get you one step closer to victory. 2-5 playersAges 8 to adult45 minutes playing time
$95.00
1 in stock

7 WONDERS: DUEL

One of the most celebrated games in the world can now be experienced in a two-player arena. 7 Wonders Duel takes the gameplay and excitement of the original and adapts it for one-on-one battles.  Take control of your civilization and decide to invest in science, military or prestige.  Two new ways to win will keep you on your toes and watching every move your opponent makes. If you fail to build defenses your capital city may be destroyed but ignore technology and your people may be left in the dark ages. It's a constant tug of war.  7 Wonders Duel is an exciting new way to play the game that took the world by storm. Great for both fans of the original and those new to the hobby. To find out more about 7 Wonders: Duel, head into Doug's Dungeon.
$55.00
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CARCASSONNE: THE TOWER

Build towers high into the sky and experience an all new way to play tile-laying classic Carcassonne in The Tower expansion! With eighteen Land tiles and thirty tower floors, you can construct towers to spot your opponents’ meeples, giving you a direct, strategic method of interacting with other players. Gain new actions as your towers grow taller or deny your opponents these actions by placing a meeple on top of a tower to finish it. If you tower grows tall enough, you can even disrupt other players’ plans by capturing their followers and holding them for ransom. Also including Tile Tower accessory to organize your tiles, this expansion supplements your Carcassonne collection like no other. Climb The Tower and see Carcassonne from a whole new perspective!
$40.00
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ULTIMATE WEREWOLF

Your quiet little 16th century village has suddenly become infested with some very unfriendly werewolves... can you and the other villagers find them before they devour everyone?   Ultimate Werewolf: Ultimate Edition is the ultimate party game for anywhere from 5 to 68 players of all ages. Each player has an agenda: as a villager, hunt down the werewolves; as a werewolf, convince the other villagers that you're innocent, while secretly dining on those same villagers each night. Dozens of special roles are available to help both the villagers and the werewolves achieve their goals while thwarting their opponents. 5-68 players Ages 12 to adult 30 minutes playing time
$30.00
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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
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CONCORDIA

Two thousand years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor - all to gain the chance to emerge victorious!  Concordia is a peaceful strategy game of economic development in Roman times for 2-5 players aged 13 and up. Instead of looking to the luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them! In the game, colonists are sent out from Rome to settle down in cities which produce bricks, food, tools, wine, and cloth. Each player starts with an identical set of playing cards and acquires more cards during the game. These cards serve two purposes:  They allow a player to choose actions during the game.  They are worth victory points (VPs) at the end of the game.  Concordia is a strategy game which requires advance planning and consideration of your opponent's moves. Every game is different, not only because of the sequence of new cards on sale but also due to the modular layout of cities. (One side of the game board shows the entire Roman Empire with 30 cities for 3-5 players, while the other shows Roman Italy with 25 cities for 2-4 players.) When all cards have been sold, the game ends. The player with the most VPs from the gods (Jupiter, Saturnus, Mercurius, Minerva, Vulcanus, etc.) wins the game. 2-5 players Ages 10 to adult 2 hours playing time  
$115.00
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ONITAMA

Onitama is a two-player, perfect information abstract game with a random starting set-up. On a 5x5 board, both players start with five pawns on their side, with the main pawn in the middle. Each player has two open cards that each display a possible move for any of his pieces. There is a fifth card that cannot be used by either player. On a player's turn, he chooses one of his cards, moves one of his pieces according to the chosen card, then replaces the card he used with the fifth card. The other player then chooses one of his cards, moves accordingly, and exchanges that card with this fifth card — which is, of course, the card the first player just used. Moving onto one of the opponent's pawns removes that pawn from the game. Taking the opponent's main pawn, or moving your main pawn into your opponent's main pawn's starting space, wins you the game. 2 PlayersAges 8 to adult20 minutes playing time
$60.00
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DOMINION: GUILDS & CORNUCOPIA

Jobs, everyone's worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn't really stolen your nose. So now everyone's joining a guild, learning a craft, and working on a masterpiece - a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything - ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you.  Dominion: Guilds is the eighth addition to the game of Dominion, adding thirteen new Kingdom cards to the game.  This expansion has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.
$90.00
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IMPERIAL SETTLERS

Settlers from four major powers of the world have discovered new lands, with new resources and opportunities. Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins... Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.  The core mechanism of Imperial Settlers is based on concepts from the author's card game 51st State. 1-4 players Ages 10 to adult 60 minutes playing time
$90.00
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MUNCHKIN: THE GOOD, THE BAD, AND THE MUNCHKIN 2 BEATING A DEAD HORSE

A Horse Is A Horse...   A corpse, of course! The rowdiest crowd of munchkins ever to wreck a saloon is back for more in The Good, the Bad, and the Munchkin 2 - Beating a Dead Horse! Fight new varmints like the Cattywampus or the Eyes of Texas! Ride new steeds like Ol' Plug and the One-Trick Pony! And if all else fails, call in the new Class . . . the Cavalry!    This is an expansion for The Good, the Bad, and the Munchkin. It is not a stand-alone game.
$20.00
1 in stock

CARCASSONNE: GOLD RUSH

Get ready cowboys, there is gold to find!  The Far West. It starts with railroads and brings you to small camps that will quickly become cities. Trading with the Native Americans is greatly prosperous, and that's nothing compared to the lodes that keep being discovered sporadically in the mountains. The only risk is the other prospectors, who are also searching to find the same riches as you are.  Carcassonne leads you into the Far West with Gold Rush, a thrilling adventure for 2 to 5 players of 8 years and up.
$65.00
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CASTLES OF MAD KING LUDWIG

In the tile-laying game Castles of Mad King Ludwig, players are tasked with building an amazing, extravagant castle for King Ludwig II of Bavaria...one room at a time. You see, the King loves castles, having built Neuschwanstein (the castle that inspired the Disney theme park castles) and others, but now he's commissioned you to build the biggest, best castle ever - subject, of course, to his ever-changing whims. Each player acts as a building contractor who is adding rooms to the castle he's building while also selling his services to other players.  In the game, each player starts with a simple foyer. One player takes on the role of the Master Builder, and that player sets prices for a set of rooms that can be purchased by the other players, with him getting to pick from the leftovers after the other players have paid him for their rooms. When a room is added to a castle, the player who built it gains castle points based on the size and type of room constructed, as well as bonus points based on the location of the room. When a room is completed, with all entranceways leading to other rooms in the castle, the player receives one of seven special rewards.  After each purchasing round, a new player becomes the Master Builder who sets prices for a new set of rooms. After several rounds, the game ends, then additional points are awarded for achieving bonus goals, having the most popular rooms, and being the most responsive to the King's demands, which change each game. Whoever ends up with the most castle points wins. 1-4 players Ages 10 to adult 90 minutes playing time
$110.00
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CATAN: CITIES & KNIGHTS

This expansion is not a standalone game. Requires the CATAN base game to play. Flourishing trade brings prosperity to Catan. However, all this wealth also attracts barbarians. The knights of Catan are needed! The expansion can also be combined with CATAN – Seafarers and CATAN – Traders & Barbarians. Use the hexes of the CATAN base game to assemble Catan inside the provided frame. Each of you has just finished building a settlement and a city, when dark clouds gather over the peaceful island of Catan. Wild barbarians, attracted by the wealth of Catan, sail toward the island's shores. There is still enough time to prepare for confronting the intruders, though. The strength of the hostile barbarian army always corresponds to the number of cities on Catan. In order to successfully defend Catan, the knights of all players combined must be at least as strong as the barbarian army. Knights are not used in the form of cards; instead, they are represented by wooden tokens that are placed on unoccupied intersections.Each token has an “active” side depicting a knight helmet in color and an “inactive” side depicting a black-and-white knight helmet. A knight can only fight after he is activated; activation costs one grain. After paying the grain, you turn the knight token over so that its active side is face up. Each ring on the token counts as one strength point. If the knights of all players combined have enough strength points to defeat the barbarian army, the danger is averted for the moment. However, if the Catanian knights are too weak, a city will be raided and downgraded to a settlement. This unfortunate event always affects the player who had the lowest total strength of active knights when the barbarians attacked. Besides defending Catan, knights can also be used to chase away the robber or to displace another player’s knight. When you are not busy defending Catan, you are competing for the metropolises, which represent two additional victory points. In order to establish a metropolis (which is placed on top of a city), you first need to improve your cities. The construction of city buildings, such as the Library, Market, Abbey, or Town Hall, is indicated on development flip-charts. You pay for city improvements with commodities such as coins, cloth, or books. How do you get commodities? Instead of two resources, cities adjacent to mountains, pasture, and forest hexes produce only one resource but also one commodity derived from the respective type of resource. With increasing city improvements, the odds to obtain new progress cards become more favorable. Cards such as “Mining,” “Irrigation,” or “Building Crane” allow for faster settlement activities. Cards such as “Merchant,” “Merchant Fleet,” “Trade Monopoly,” or “Resource Monopoly” create advantages with regards to trade. On the other hand, you can bother stronger players with cards such as the “Deserter,” “Spy,” or “Diplomat.” Get used to a tougher life on Catan – and a longer but also more exciting game. The first player to reach 13 victory points is the winner.
$95.00
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IMHOTEP

In Imhotep, the players become builders in Egypt who want to emulate the first and best-known architect there, namely Imhotep. Over six rounds, they move wooden stones by boat to create five seminal monuments, and on a turn, a player chooses one of four actions: Procure new stones, load stones on a boat, bring a boat to a monument, or play an action card. While this sounds easy, naturally the other players constantly thwart your building plans by carrying out plans of their own. Only those with the best timing - and the stones to back up their plans - will prove to be Egypt's best builder. 2-4 players Ages 10 to adult 40 minutes playing time
$70.00
1 in stock