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PANDEMIC: EXPERIMENTAL MEDS
Face dangerous new threats in Pandemic: The Cure – Experimental Meds as a fifth virus spreads across the globe and Hot Zones make their entrance, changing the rules…for the worse! Fortunately, new medical experts have joined the fight to help you.
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CODENAMES XXL (2025)
The new edition of Codenames XXL refreshes the classic experience players know and love. From a revised word list for improved gameplay, beautiful art, a brand-new insert that keeps your game neatly organized, to a streamlined rulebook that makes the game easier to teach and learn, this updated version is designed to delight longtime fans of the game and welcome new ones. Like the previous Codenames XXL, this version is ideal for players with visual impairments as well as large groups. The updated edition comes in a more compact box for easier storage and transport but the font used for the words is even larger than before!
Contents:
Components200 cards with 400 codenames16 agent tiles in two colors1 double agent tile7 innocent bystander tiles1 assassin tile40 key cards1 rulebook1 card stand (made of RE-Wood®)
$95.00
2 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
1 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
GLOOM: 2ND EDITION
The Game of Inauspicious Incidents and Grave Consequences
The world of Gloom is a sad and benighted place. The sky is gray, the tea is cold, and a new tragedy lies around every corner. Debt, disease, heartache, and packs of rabid flesh-eating mice -- just when it seems like things can't get any worse, they do. But some say that one's reward in the afterlife is based on the misery endured in life. If so, there may yet be hope -- if not in this world, then in the peace that lies beyond.
In the Gloom card game, you assume control of the fate of an eccentric family of misfits and misanthropes. The goal of the game is sad, but simple: you want your characters to suffer the greatest tragedies possible before passing on to the well-deserved respite of death. You'll play horrible mishaps like Pursued by Poodles or Mocked by Midgets on your own characters to lower their Self-Worth scores, while trying to cheer your opponents' characters with marriages and other happy occasions that pile on positive points. The player with the lowest total Family Value wins.
Printed on transparent plastic cards, Gloom features an innovative design by noted RPG author Keith Baker. Multiple modifier cards can be played on top of the same character card; since the cards are transparent, elements from previously played modifier cards either show through or are obscured by those played above them. You'll immediately and easily know the worth of every character, no matter how many modifiers they have. You've got to see (through) this game to believe it!
For 2 to 4 players.
$60.00
1 in stock
THE WITCHER - GWENT LEGENDARY BALLAD MONSTERS CARD SET (ACCESSORY)
Ballad cards are available for enhanced game visuals for Witcher fans.
1-5 Players | 25 Mins | Ages 14+
Features: Deck Construction, Deck, Bag, and Pool Building, Hand Management
Theme: Card Game
Description:
The cards are NOT a booster pack adding more cards to the original faction card deck in the GWENT game.
They are cards from the original deck upgraded with foil print added for game quality appearance as original deck card replacements.
A game originally designed by Rafał Jaki and Damien Monnier.
$10.00
1 in stock
SPIRIT ISLAND: FEATHER AND FLAME
With the onset of the dangerous invaders, blighting the lands with their harmful practices and aggression, we spirits have had to grow and change in ways unanticipated. Whether we are water, fire, beneath, or beyond, we answer — these white-sailed ships must turn and go, or be broken on the rocks of our discontent. Fire and flood, flame and feather; ancient powers waken to free their home from a unique adversary’s influence. Can the island survive such turmoil? Feather and Flame is an expansion to Spirit Island. You must have the core game to play.
$80.00
1 in stock
CATAN ON THE ROAD
Welcome to the unexplored island of Catan!
3-4 Players | 60+ Mins | Ages 10+
Features: Chaining, Dice Rolling, Hexagon Grid, Income, Modular Board, Negotiation, Network and Route Building, Race, Random Production, Trading, Variable Set-up
Theme: Economic, Negotiation
Description:
As you and your fellow explorers gaze across the uninhabited landscape of hexagonal tracts of terrain, you quickly realize that this unique land arrangement provides ample space for each of you to put down roots.
You race off to establish your respective communities by gathering resources from nearby terrain, building your infrastructure, and nurturing trade relationships.
Watch out for surprises! Your rivals can block your path or send the robber to plunder your wealth!
Components:
6 Sea Frame Pieces19 Hexes2 Bonus Victory Point Tiles18 Number Discs4 Player Aids120 Cards2 Dice1 Robber96 Player Pieces2 Card Trays
2- 4 Players. 90 Minutes Playing Time
$25.00
2 in stock
HOLLY OAK
In the seasonal trick-taking game Holly Oak, 3-5 revelers mark the passing of the seasons, seeking the favor of the Celtic Oak and Holly kings, locked in their endless cycle of growth, decay, and renewal.
You must follow the current season if you can, but if you can't, then you may play any card. If you play a card of the next season, the season changes!
A change in season often alters who wins that trick, as the highest rank card of the season that the trick ends in, wins that trick. These potential mid-trick season changes means that standard trick-taking maneuvers, such as drawing out trump, often won't work.
Players score points either by taking the 6 Holly and Oak kings, worth 1 or 2 points each, or by taking no tricks at all, worth 8, 5, or 3 points in 3, 4, and 5 player games respectively.
Between no-trick scoring and mid-trick trump changes, Holly Oak becomes a game of manipulating both the lead and current season to your advantage. Can you master the changing seasons?
$45.00
2 in stock
CALL OF CTHULHU - HORROR ON THE ORIENT EXPRESS: CONSUMED BY THE VOID CAMPAIGN (EXPANSION)
Consumed by the Void Campaign Expansion is a five-part, scenario-based campaign that expands the core game with a connected narrative and evolving gameplay. Players face new enemies, meet unexpected allies, and uncover a mystery tied to forces beyond the known world while trying to prevent the downfall of the Orient Express.
The expansion adds a large number of new components and miniatures, along with scenario-specific rules built on the core system. Players do not need to learn a new game - only adapt existing mechanics with scenario-driven changes. Each scenario introduces new challenges and builds on the previous one, creating a cohesive campaign where player decisions shape the outcome.
Features:
• 5-part narrative campaign- Connected scenarios forming a full story-driven experience.• Evolving gameplay structure - Each scenario introduces new rules, components, and challenges.• Large content expansion - Significant number of new components and miniatures included.• Mini-expansion included - Choices influence outcomes and shape the campaign progression.• New enemies and allies - Face powerful adversaries and interact with unique supporting characters.
Details:
Ages: 14+Players: 1-4Game Length: 90-120 minutes
This is not a stand-alone game. A copy of Horror on the Orient Express: The Board Game is required to play.
$120.00
1 in stock