TWILIGHT IMPERIUM: PROPHECY OF KINGS EXPANSION

The massive Prophecy of Kings expansion is packed to bursting with new content that you can add to your games of Twilight Imperium. The galaxy has grown far larger, as seven never-before-seen factions enter the game, each boasting their own unique strengths and weaknesses, from the gene-altering powers of the Mahact, to the watchful guard of the Argent Flight, to the mysterious and ancient Empyrean. And new factions aren’t the only way the galaxy grows bigger! Forty new system and hyperlane tiles add new planets and obstacles to the map, and with two new colors of player components included in the box, you can play Twilight Imperium with up to eight players. But that’s only a fraction of what you’ll find in this expansion! Adding even more flavor to your chosen species, a wealth of unique leader cards arrive to support every faction in the game, giving you powers to unlock during the game. Lumbering mechs stomp onto the battlefield as powerful new ground forces with unique special abilities for every faction. As you venture into the unknown regions of space, brand-new exploration decks seed new planets and the void of space with new discoveries, including fragments you can combine to create awe-inspiring relics. With new action cards, agenda cards, objectives, technologies, promissory notes, legendary planets, and more, Prophecy of Kings is a must-have expansion for any fan of Twilight Imperium!
$170.00
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7 WONDERS EDIFICE (EXPANSION)

7 Wonders: Edifice gives players the opportunity to work together to construct communal buildings. If you do your part and the building comes to be, you'll be rewarded. You don't have to participate, but if you don't — and the building never comes to be — you'll suffer a penalty. In more detail, this expansion contains fifteen edifice cards: five each in ages I, II, and III. To set up, choose one card from each age at random, then place it project side face up on the table and place 2-5 participation markers on each card, depending on the number of players. The project side lists both the potential reward and potential penalty. Once during an age, when you construct a level of your wonder, you can pay the cost of the edifice card for the current age (in addition to the cost of that level) and gain a participation marker from that card. As soon as the last participation marker is removed from a card, flip the card over to reveal its constructed side and immediately give each player the listed reward. If at the end of the age at least one participation marker remains on the card, each player without one of these markers suffers the penalty. (If a player cannot suffer the full penalty, e.g., paying 5 coins, they instead take a debt token worth -2, -3, or -5 points depending on the age.) 7 Wonders: Edifice contains two new double-sided wonders; one of them, Ur, can only be used with this expansion, while Carthage can be used in any game of 7 Wonders. 7 Wonders: Edifice can be used with any edition of 7 Wonders.
$65.00
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CLASH OF CULTURES MONUMENTAL EDITION

Clash of Cultures: Monumental Edition brings back the classic game of exploration, expansion, and development with the Clash of Cultures base game and the Civilizations and Aztecs expansion in one box! Grow your civilization, advance your culture and tech, and leave your mark by building wonders, with this edition of the game including fully-sculpted miniatures of the Seven Wonders. In Clash of Cultures, each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.
$270.00
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7 WONDERS NEW EDITION

Create the greatest civilization the Ancient World has ever known!  The board game with more awards than any other game on the planet. With over 30 international awards, and over a million copies sold throughout the world, rediscover 7 Wonders, the game which has won more awards than any other game in the world, in a whole new version. Lauded by both the public and critics, 7 Wonders has claimed its place as an unmissable reference point in modern board gaming. 7 Wonders is based on a simple and elegant mechanic (drafting) which allows up to 7 players to play with no dead time. Players make their choice and apply all of them at the same time. These choices are varied and their impact is real. Finally, the game is divided into 3 Ages which little by little increase the importance of these choices and thus the tension in the game. The global mechanics and the care given to the artwork are used to immerse the player in Antiquity and have contributed to the game’s success.A game plays out over 3 rounds, called Ages, during which you simultaneously play cards, one at a time, to develop your City. These cards represent the various Buildings you can construct: resource producers, civilian, commercial, military, scientific structures, and guilds. At the end of each Age, you go to war with your nearest neighbours. At the end of all 3 Ages, you tally up all of the victory points earned by your City, your wonder, your military prowess, and your treasury. The player with the highest score wins the game. Content:7 Wonder boards148 Age cards: 49 Age I cards, 49 Age II cards, and 50 Age III cards78 Coins: 54 Coins of value 1, and 24 Coins of value 348 Military Conflict tokens: 24 Defeats and 24 Victories (8 per Age)1 pad of score sheets3 quick reference sheets describing the effects of the cards1 List of cards and chaining leaflet1 rulebook
$105.00
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IMPERIAL SETTLERS: 3 IS A MAGIC NUMBER

Imperial Settlers: 3 Is a Magic Number, the second Empire Pack for Imperial Settlers, introduces a new rule: SET. This new ability allows players to score and trigger new effects each time they build three cards in a particular color. With this rule, the drafting phase and the choice of the "right" card to draft becomes even more interesting. This expansion includes new cards for the common deck as well as new cards for each of the five factions and two cards for use in the solitaire game.
$35.00
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IMPERIAL SETTLERS: WHY CAN'T WE BE FRIENDS

Imperial Settlers: Why Can't We Be Friends, the first Empire Pack for Imperial Settlers, includes new common cards for the central deck, new cards for each of the base game's four factions, and two new cards for use in the solo game with some factions.  One new effect on the cards is "open production", an ability that allows an opponent to visit your building for the resource produced there while giving you the worker who made that trek. Hope you can put him to use once again!
$35.00
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7 WONDERS: ARCHITECTS

In 7 Wonders: Architects, 2-7 players race to become a leader of the ancient world by completing an architectural wonder that will last through the ages.Players receive an unconstructed wonder at the beginning of the game and must collect resources to build their society, develop military might to navigate conflicts, oversee resource management, research science improvements, and collect civil victory points as they race to leave their mark on world history.
$95.00
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TABANNISU: BUILDERS OF UR

Set in Ancient Mesopotamia, a cradle of civilization, at a time when the location of Ur was a coastal region, players work to build the great city of Ur, expand its districts, and establish themselves as powerful builders. Tabannusi: Builders Of Ur features a stunning board showing the city of Ur divided Into 5 regions, each tied to a specific color die. There are 3 building districts, 1 temple District, and 1 port district.     ☆ 1. Innovative drafting mechanism using multi-purpose dice ☆ 2. Inspiring decision making process when constructing buildings ☆ 3. Player-driven scoring phases which keep you constantly engaged
$150.00
2 in stock

HADRIAN'S WALL

Compete as one of six Roman Generals in charge of a milecastle along Hadrian's Wall. When visiting the North of Britannia in 122 AD, the Roman Emperor Hadrian Augustus witnessed the aftermath of war between his armies and the savage Picts. In a show of Roman might, he ordered a wall to be built that would separate the Pict tribes from the rest of England. Grand in its design, the wall stretched 80 Roman miles, from coast to coast. Hadrian's Wall stood in service to the Roman Empire for nearly 300 years before its eventual decline. Today, Hadrian's Wall is a UNESCO World Heritage Site and the remains of the forts, towers, and turrets can still be explored. In Hadrian's Wall, players take on the role of a Roman General placed in charge of the construction of a milecastle and bordering wall. Over six years (rounds), players will construct their fort and wall, man the defenses, and attract civilians by building services and providing entertainment — all while defending the honor of the Roman Empire from the warring Picts. The player who can accumulate the most renown, piety, valor and discipline, whilst avoiding disdain, will prove to the Emperor they are the model Roman citizen and be crowned Legatus Legionis!
$100.00
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7 WONDERS: DUEL AGORA

Claim victory by ruling the senate in this political expansion for 7 Wonders Duel!  7 Wonders Duel: Agora features a new board called the Senate, comprising six separate chambers that provide players with benefits once they take possession of the area. Players can obtain a Senate chamber by taking senator cards. Should any player successfully take control of the majority of Senate chambers then they automatically win the game.   1 Senate board 24 Influence cubes (12 bronze and 12 silver) 13 Senator cards (7 Politicians and 6 Conspirators) 2 Wonder cards 16 Conspiracy cards 16 Decree tokens 2 Progress tokens 4 Military tokens 1 score pad 1 Player Aid card 1 rulebook
$45.00
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INNOVATION: ARTIFACTS OF HISTORY

Artifacts of History is the fourth expansion to Innovation. Artifacts of History features unique artifacts from the ages, such as the Declaration of Independence. These cards feature very powerful dogma effects, but are difficult to wield. Artifacts of History is simpler than the other expansions released to date, Unlike the other expansions, there are no major new mechanics on the cards. Instead, the new artifact cards are difficult to acquire but have very powerful effects. The artifacts are especially good for players who are behind. There are a few minor new mechanics. One is the compel effect. This effect is similar to the demand effect of the base game, except that it affects players who have more icons of a given type rather than fewer.
$40.00
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INNOVATION: CITIES OF DESTINY

With Innovation: Cities of Destiny, the third expansion for the card game Innovation, players can now add cities to their civilization-building efforts. Unlike previous base game and expansion cards, which each featured three icons and a text ability, cards in Cities feature six icons that can provide you with extra actions, icons, and achievements. Innovation: Cities of Destiny is played with the base game and can be combined with any or all of the previous expansions.
$40.00
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IMPERIAL SETTLERS: ROLL AND WRITE

Imperial Settlers: Roll & Write is a standalone game set in the universe of Imperial Settlers and Imperial Settlers: Empires of the North. The game is heavily focused on engine building! Constructing buildings grants you a special bonus, and with each passing turn the game offers you more choices as your empire gains momentum. Imperial Settlers: Roll & Write has two game modes. The standard mode is a 2-4 player competitive challenge in which you try to gain more points than your opponents. The adventure mode for a single player offers 48 unique game sheets. Each sheet presents unique challenges and gameplay as players have different buildings at the start. Tweak your engine and get as many points as you can! Grab your pencil, roll your dice, and create the most prosperous empire!
$60.00
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TAPESTRY

Tapestry is a 2-hour epic civilization game for 1-5 players. Create the civilization with the most storied history, starting at the beginning of human- kind and reaching into the future. The paths you choose will vary greatly from real- world events or people—your civilization is unique! In Tapestry, you start from nothing and advance on any of the 4 advancement tracks (science, technology, exploration, and military) to earn progressively better benefits. You can focus on a specific track or take a more balanced approach. You will also improve your income, build your capital city, leverage your asymmetric abilities, earn victory points, and gain tapestry cards that will tell the story of your civilization.
$165.00
1 in stock

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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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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RISE OF TRIBES

In ancient prehistoric times, you have discovered a new land with plentiful lakes, mountains and forests (and apparently many stone rocks that shall be called dice). Your people can develop new things like basketry or find oxen or simply grow and conquer. In Rise of Tribes, players control a tribal faction in prehistoric times that's looking to grow, move, gather, and lead their people. The board is modular, composed of hexes in various terrain types. Each turn you roll two dice, and may select from four actions. The power of your action depends on your die roll PLUS the last couple of dice on that action card. Victory is possible in a couple ways: gathering resources to build villages and/or completing development and achievement goals for your civilization.
$105.00
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RACE FOR THE GALAXY: BRINK OF WAR

  As conflicts spread, galactic prestige becomes all-important, both to extract concessions and to fend off attackers. Meanwhile, the Alien departure point is located and the Uplift Overseers arise. Can you build the most prosperous and powerful space empire in a galaxy on the brink of total war?  This expansion adds new start worlds, goals, game cards, and rules for galactic prestige to Race for the Galaxy and its first two expansions, The Gathering Storm and Rebel vs Imperium. New solitaire game counters and drafting rules for six players are also provided.
$55.00
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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SMALL WORLD: SKY ISLANDS

  In Small World – Sky Islands , the newest expansion for Small World , new lands are floating closer, but the world remains too small—and that’s not going away with the new board featuring the floating Sky Islands. Each island completely conquered by a single race will earn additional coinsfor that race, but accessing the Sky Islands is not easy. To help the players in their conquests, this expansion also features an assortment of new and zany races and special powers, such as the Scavengers or the impressive Storm Giants.
$65.00
1 in stock