BONE WARS

In Bone Wars, players take on the role of a palaeontologist in the late 1800s. During this time, a bitter rivalry was waged between Othniel Marsh and Edward Cope, two world-renowned palaeontologists. They both tried to outdo the other in discovering new species of dinosaurs, going so far as to bribe workers, steal or even destroy bones. The players are palaeontologists working for one of these legendary men or are perhaps working on their own behalf – trying to outdo all competition. During the game, players have to make clever use of their action cards, which they play in the slots under their player board. These action cards can either activate their team - digging up fossils and discovering new species in the field - or their paleontologist - who spend their time publishing species, debunking other players' papers and getting awards. Published species cards are added to bonus slots at the top of your player board. Each added species card gives a bonus depending on how many species cards are already in that specific slot. When your paleontologist publishes a paper, it is added to either Marsh's or Cope's side, depending on which side the player is working for. Specific actions will also reward loyalty points with your current patron. At the end of the game, players multiply the number of loyalty they have (both with Marsh and Cope) with the published papers to gain VP. Published papers, therefore, count for all players. It is up to you to make them count the most for yourself.
$140.00
3 in stock

REDWOOD

Redwood is a game of movement estimations and angle of view where players have to take pictures of wild animals to compose the most beautiful panorama. The game is for 1 to 4 players, ages 10+ and the games last about 45-60 min. During their turn, each player will have to choose between different movements and their angle of view (materialized by real plastic elements) to catch the animals in the picture (without disturbing them). Collecting animals and decorative elements earn victory points. During the game, new conditions for earning points will appear. The game ends after 5 turns and players will be rewarded if they meet certain conditions to earn more points.
$145.00
2 in stock

PARKS

PARKS is a celebration of National Parks featuring illustrious art from Fifty-Nine Parks. In PARKS, players will take on the role of two hikers as they trek through different trails across four seasons of the year. While on the trail, these hikers will take actions and collect memories of the places your hikers visit. These memories are represented by various resource tokens like mountains and forests. Collecting these memories in sets will allow players to trade them in to visit a National Park at the end of each hike. Each trail represents one season of the year, and each season, the trails will change and grow steadily longer. The trails, represented by tiles, get shuffled in between each season and laid out anew for the next round. Resources can be tough to come by especially when someone is at the place you’re trying to reach! Campfires allow you to share a space and time with other hikers. Canteens and Gear can also be used to improve your access to resources through the game. It’ll be tough to manage building up your engine versus spending resources on parks, but we bet you’re up to the challenge. Welcome to PARKS!
$100.00
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DUNE: IMPERIUM UPRISING

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!
$120.00
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EVERDELL FARSHORE

The Forever Sea is calling... The rugged coast north of Everdell Valley is a land brimming with adventure and mystery. Stalwart sailors search for bountiful islands and valuable treasures. Dutiful monks inhabit abbeys and scriptoriums, meticulously translating and illuminating. Hard-working folk gather resources and build their cities in unison with the ever-changing waves of the mighty ocean. Welcome to Everdell Farshore, a standalone game set in the country of Farshore. Through each season, you lead a crew of critter workers to build up a prosperous city and to explore the enchanting ocean beyond. You must plan your actions carefully in order to build and to sail, for only by adapting to the winds of change will you succeed. The wind is high. The sun is breaking the horizon. It is time to set sail for adventure!
$190.00
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GALILEAN MOONS

Set in an alternate history of 1895, Galilean Moons is an award-winning  “starter Euro” big box game featuring the area control, worker placement, set collection, and hand management mechanics alongside a striking Art Deco outer space look. Game design and artwork were done by Lukus Adam, a first-time Kiwi game designer. Travel to the four largest moons of Jupiter with your ten robot helpers. The robots take control of sectors of the moons in order to mine powerful crystals left behind from a mysterious meteor shower. As you begin collecting crystals, you can use them to acquire unique new technologies, many of which augment the four possible player actions. The game ends once players have cycled through the deck of cards twice, then you will calculate each player’s total points. Points are scored for having sets of crystals, having control of the different moons, and for various unique technologies you may have acquired. ​ 1-4 Players Age 14+ 45-60 minutes
$70.00
1 in stock

FLAMECRAFT

Artisan dragons, the smaller and magically talented versions of their larger (and destructive) cousins, are sought by shopkeepers so that they may delight customers with their flamecraft. You are a Flamekeeper, skilled in the art of conversing with dragons, placing them in their ideal home and using enchantments to entice them to produce wondrous things. Your reputation will grow as you aid the dragons and shopkeepers, and the Flamekeeper with the most reputation will be known as the Master of Flamecraft. In Flamecraft, 1-5 players take on the role of Flamekeepers, gathering items, placing dragons and casting enchantments to enhance the shops of the town. Dragons are specialized (bread, meat, iron, crystal, plant and potion) and the Flamekeepers know which shops are the best home for each. Visit a shop to gain items and a favor from one of the dragons there. Gathered items can be used to enchant a shop, gaining reputation and the favors of all the dragons in the shop. If you are fortunate enough to attract fancy dragons then you will have opportunities to secure even more reputation. —description from publisher
$85.00
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WAYFARERS OF THE SOUTH TIGRIS

Wayfarers of the South Tigris is set during the height of the Abbasid Caliphate, circa 820 AD. As brave explorers, cartographers and astronomers, players set off from Baghdad to map the surrounding land, waterways, and heavens above. Players must carefully manage their caravan of workers and equipment, while reporting back regularly to journal their findings at the House of Wisdom. Will you succeed in impressing the Caliph, or lose your way and succumb to the wilderness? The aim of Wayfarers of the South Tigris is to be the player with the most victory points (VP) at the game's end. Points are primarily gained by mapping the land, water, and sky. Players can also gain points from upgrading their caravans, by gaining inspiration from nobles, and by influencing the three guilds of science, trade and exploration. As they make discoveries, players will want to quickly journal their progress. The game ends once one player’s marker has reached the far right column of the journal track.
$120.00
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DUNE IMPERIUM IMMORTALITY

The Bene Tleilax advance their own agenda by trading in genetic innovations. Will you hire Face Dancer spies of unmatched skill? Regrow damaged tissue and organs? Or dare to employ people restored to life as gholas? Make shadowy deals with the Tleilaxu to harvest genetic specimens. Unlock the potential of scientific research. Graft cards together to empower your Agents. Explore a universe of possibilities with Dune: Imperium – Immortality.
$65.00
3 in stock

ARCHITECTS OF THE WEST KINGDOM

Architects of the West Kingdom is set at the end of the Carolingian Empire, circa 850 AD. As royal architects, players compete to impress their King and maintain theirnoble status by constructing various landmarks throughout his newly appointed domain. Players will need to collect raw materials, hire apprentices and keep a watchful eye on their workforce. These are treacherous times. Rival architects will stop at nothing to slow your progress. Will you remain virtuous, or be found in the company of thieves and black marketeers? The aim of Architects of the West Kingdom is to be the player with the most Victory Points (VP) at the game’s end. Points are gained by constructing various Buildings and advancing work on the Archbishop’s Cathedral. Throughout the game, players will need to make a lot of moral decisions. However, only at the game’s end will their virtue be judged. A few underhanded deals here and there might not seem like much, but fall too far and you will be punished. The game ends once a set number of constructions have been completed.
$100.00
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BREW

Bring balance back to the forest! Time is broken and shattered. The seasons all exist at once, and day and night have no real cycle — they rotate at the whim of the forest. This enchanted land has been driven into chaos and it's up to you, the cunning mystics of the forest, to tame extraordinary woodland creatures and use your magic to bring back balance. In Brew, players must choose how to use element dice, either to take back control of as many seasons as possible in an area-control game or to procure goods at the local village in a worker-placement game. Recruiting woodland creatures and brewing potions can help offset chance die-rolls or create an engine to help you tame the lands.
$60.00
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VITICULTURE: MOORE VISITORS

Viticulture is a worker-placement game set in the foothills of Tuscany.The Moor Visitors Expansion, designed by famed designer Uwe Rosenberg (Agricola, Caverna, Patchwork) and Viticulture designers Jamey Stegmaier and Alan Stone, adds 40 new visitors to any version of Viticulture.
$30.00
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DUNE: IMPERIUM – RISE OF IX

Conflict spreads across the Imperium in Dune: Imperium – Rise of Ix, the first expansion to the award-winning board game. • Enter the fray as one of three new Great Houses with unique leader abilities. • Acquire technological innovations from the planet Ix for a lasting strategic advantage. • Deploy fearsome dreadnoughts to rule the skies above Arrakis. • Dispatch subtle infiltrators to outmaneuver your opponents. • Dominate the Imperium in the new Epic game mode for a more intense, high-stakes challenge.  
$75.00
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VITICULTURE: WORLD COOPERATIVE EXPANSION

Cooperate with members of your extended winemaking family in various asymmetric regions around the world in Viticulture World: Cooperative Expansion as you try to achieve global recognition. Balance the management of your individual vineyard with the combined effort of your fellow players to gain influence within the region.Using the new game board, tiles, tokens, and event cards combined with the original vineyard mats and game cards, you have six years to achieve the two conditions necessary for victory in the selected region: (1) Each player must reach 25 victory points and (2) the shared influence token must reach the end of the influence track. The cooperation, objectives, and asymmetry in this expansion are similar to that of Spirit Island and Orleans: Invasion.The Viticulture core game is required to play the Viticulture World expansion. Other expansions are compatible with this expansion.
$70.00
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DUNE: IMPERIUM – DELUXE UPGRADE PACK

Enhance your Dune: Imperium experience with the Deluxe Upgrade Pack! This cosmetic expansion upgrades the components of the base game for a more immersive experience. The contents come in an oversized box with plastic storage trays that store the whole game (including sleeved cards). Dispatch cunning agents to further your plans. Send loyal troops into battle on Arrakis. Employ the Mentat to outsmart your rivals. Claim the Alliances of the most powerful factions in the Imperium. With 65 beautifully sculpted miniatures figures and a hefty coin to bestow upon the first player, your game will be fit for an Emperor.       Contents   4 Alliance Token miniatures 12 Agent miniatures (with base rings) 1 Mentat miniature 48 Troop miniatures 1 First Player coin Card and component trays
$150.00
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DUNE: IMPERIUM

Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson. As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet. Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement. You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card. Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!
$110.00
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EVERDELL (SECOND EDITION)

Within the charming valley of Everdell, beneath the boughs of towering trees, among meandering streams and mossy hollows, a civilization of forest critters is thriving and expanding. From Everfrost to Bellsong, many a year have come and gone, but the time has come for new territories to be settled and new cities established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host—you have a busy year ahead of yourself. Will the sun shine brightest on your city before the winter moon rises? Everdell is a game of dynamic tableau building and worker placement. On their turn a player can take one of three actions: a) Place a Worker: Each player has a collection of Worker pieces. These are placed on the board locations, events, and on Destination cards. Workers perform various actions to further the development of a player's tableau: gathering resources, drawing cards, and taking other special actions. b) Play a Card: Each player is building and populating a city; a tableau of up to 15 Construction and Critter cards. There are five types of cards: Travelers, Production, Destination, Governance, and Prosperity. Cards generate resources (twigs, resin, pebbles, and berries), grant abilities, and ultimately score points. The interactions of the cards reveal numerous strategies and a near infinite variety of working cities. c) Prepare for the next Season: Workers are returned to the players supply and new workers are added. The game is played from Winter through to the onset of the following winter, at which point the player with the city with the most points wins.
$140.00
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PENDULUM

In Pendulum, each player is a powerful, unique noble vying to succeed the Timeless King as the true ruler of Dünya. Players command their workers, execute stratagems, and expand the provinces in their domain in real time to gain resources and move up the four victory tracks: power, prestige, popularity, and legendary achievement. Players must use actual time as a resource in managing their strategy to best their opponents, using time on different action types and balancing it with time spent planning and analyzing. The winner will be the player who manages and invests their time most effectively and who builds the best engine, not the player who acts the quickest. Pendulum is the highest-rated protoype in the history of the Stonemaier Games Design Day.
$120.00
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PEAKY BLINDERS

Travel back to the roaring twenties to the city Birmingham after the first World War. Play your own role in an exciting gangster war between different factions. Increase your personal stats in charisma, strength and intellect to overcome your enemies and accomplish your missions. But you can’t do this alone. Create a network of friends and foes, invest in rum, car parts, weapons or horse racing and confront your biggest competitor to become the most fearsome gangster in Birmingham! Plays with 2-4 Players In about 90 mins For Ages 18 and up Mechanics Betting and Bluffing Dice Rolling Investment Race Worker Placement, Different Worker Types Zone of Control
$60.00
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SPACE GATE ODYSSEY

Humankind is about to leave the Earth. The race for exoplanets’ colonization has begun. Each Super-country has started building its own space station, in which Space Gates will be set up. The goal: to send as many settlers as possible through these gates in order to take control of the new planetary system. Each player leads a Super-country. They must plan the work of their engineers in the Odyssey headquarter, supervise the construction of their station’s modules and manage the flow of their settlers in their station and through the gates.
$100.00
1 in stock