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ESCAPE THE HORDE
Escape the Horde Core Set Box
In this fast-paced card game two Factions (Survivors and Infected) fight for supremacy in the Wastelands. Survivors must work together to outrun Patient Zero and their horde of zombies, using weapons, cunning and strategy. Patient Zero and the Infected attack relentlessly trying to infect and Turn all Survivors. Can you Escape the Horde?
PRODUCT INFO
Incuded in the core set are 102 incredibly well-designed cards, a comprehensive instruction manual and the hopes and dreams of 4+ players. All this condensed inside a funky box that will look amazing on your game shelf, and even better on your gaming table with friends.
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OVATION
Become one of the greatest classical composers of all time! You'll use inspiration, seek fortune and hobnob with aristocrats to perform musical masterpieces and achieve your legacy in this engine building game for 1-4 players. Get inspired by your rivals' performances to create your own works of genius as the game builds to a crescendo.
Each turn, players choose one of four actions: Seek Inspiration, Seek Fortune, Seek Patronage, or Perform. Inspiration is your primary resource and it comes in three tones - Joy, Passion and Sorrow. Seeking inspiration allows you to gain your resource while all of the other actions will have players spend inspiration to acquire cards. Fortune cards help build your engine, which can allow you to gain bonus actions on your turn. Patron cards can also help build your engine or can give you bonus legacy points for end game scoring. Chamber Music and Concert Music cards give you lots of legacy points, but every time you perform, your opponents can attend your performance and gain inspiration. You will not only have a special ability as your specific composer, but you are also the only person who can compose your very own Magnum Opus. Complete specific goals to gain Maestro cards and end the game.
Compose your masterpiece. Secure your legacy.
$75.00
3 in stock
THE FOX IN THE FOREST - DUET
In the two-player, co-operative trick-taking game The Fox in the Forest Duet, players team up, helping each other move through the forest. Collect all the gems before the end of three rounds of play, and you win!
To set up the game, place gem tokens on the designated spaces of the game board and the team tracker token in the center of the movement path. At the start of each round, shuffle the deck of thirty cards — which contains three suits, each numbered 1-10 — and deal each player a hand of eleven cards. Reveal one card as the "decree" card to determine the trump suit. For each trick, one player leads a card, and the other must follow suit, if possible. The winner of the trick moves the team tracker toward them a number of spaces equal to the number of fox footprints on the cards played. If the tracker lands on a space next to a gem, the players collect one gem. If the tracker would move off the end of the path, return the tracker to the center of the path, then add a forest token to one end of the path, reducing the number of spaces upon which you can move (with you sliding gems next to this covered space next to the new end of the path).
The odd-numbered character cards have special abilities when played, allowing the trick winner to move the tracker in the direction of their choice or to ignore the footprints on one of the played cards so that you can land on just the right spot. One character allows players to exchange one card with each other, while another allows a player to change the decree card.
At the end of a round, you add five gems to designated spaces, add a forest space to shorten the path, then receive a new hand of eleven cards from a freshly shuffled deck. Collect all 22 gem tokens, and you win. Run out of time or head off the end of the path with no forest spaces in reserve, then you can just keep running in defeat or shuffle the cards and start the game anew.
$35.00
2 in stock
FINAL GIRL: TERROR FROM THE GRAVE VIGNETTE EXPANSION
PLEASE NOTE: THIS IS NOT A STANDALONE GAME. YOU MUST HAVE THE FINAL GIRL CORE BOX AND A FEATURE FILM EXPANSION BOX TO PLAY!Final Girl Vignette
Some of you've dealt with the birds, now what will you do with the Zombies. Find out in this all-new Vignette Film box that can be played in combination with ANY location! Zombies in Space anyone? Zombies in the Arctic? No, not the poor people of Maple Lane, haven't they been through enough?!?!?!
The Vignette requires both the Core Box and one of the Feature Film Boxes to play the game. The Vignette provides the unique Killer and one Final Girl, and the Feature Film Box provides the Location.
$25.00
1 in stock
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
ON THE ORIGIN OF SPECIES
"I am very anxious to see the Galapagos Islands, -- I think both the Geology & Zoology cannot fail to be very interesting." -- Charles Darwin, Letter to his sister, Catherine in August 1835.
Assist Charles Darwin during the Beagle journey across the Galapagos Islands, discovering new species and researching them in order to improve your knowledge.
During their turn, the active player must choose between two actions:
Research: Put 2 research pieces on 2 different species tiles on the board, gaining the knowledge of air, land, or water habitat.Discover: use the acquired habitat knowledge to place new species tiles on the board, obtaining victory points and evolution, characters and object cards. Additionally, advance the Beagle on its trackThe game finishes when the Beagle reaches the last space of its trip, leaving the archipelago through New Zealand. The players score the evolution points according to the final goal card, adding them to the points obtained during the game. The player with more points in the scoring track wins.
$80.00
2 in stock
MAGE WARS ARENA CORE SET
Mage Wars — redubbed Mage Wars Arena in 2015 to distinguish it from Mage Wars Academy — pits powerful Mages against each other in deadly arena combat. Each Mage uses his own fully-customizable book of spells to achieve total victory over his opponent. Summon mighty creatures to do battle in your name; cast powerful spells to attack your foe and thwart his every plan and strategy; use hidden enchantments to turn the tables and rule the day; adorn yourself with mighty weapons, armor, and arcane artifacts – all of this and more await you in the arena of Mage Wars! Mage Wars is a tactical board game, a combination of a card game and miniatures game, combining the best elements from each genre.
The game is played on an arena game board divided into square areas called "zones", which regulate movement and the placement of objects. Each Mage (player) starts in a corner of the arena, opposite his enemy. Each player holds a spellbook, from which spell cards are pulled out as they are cast during the game. This has the feel of being a real Mage, turning the pages of your tome of magic, as you plan your strategy each turn.
A point system allows you to choose spells for your spellbook, with more powerful spells and spells outside your schools of training costing more points. You have full access to cast any spell you want each turn, allowing for an unprecedented level of rich strategy and tactics. Many of these spells – such as creatures, equipment, and enchantments – are placed on the board and become objects in the game. Creatures can move around the arena, and attack each other and the enemy Mage. Attacks deal damage, as well as interesting special effects such as Burn, Corrode, Stun, Daze, Push, Cripple, Paralyze, etc. Creatures can be destroyed when they receive too much damage, or can be controlled by powerful curses and enchantments, or contained by walls and other creatures. Every Mage comes from a different school of magic, each with unique spells and strategies: The Beastmaster will try to rush and swarm the enemy with his hordes of animals, buffed by his nature enchantments.
The Warlock will go right for the throat, armed with his powerful Lash of Hellfire, Helm of Fear, and Demonhide Armor. Along the way to the enemy Mage, he'll use his curses and fire attacks to contain and destroy enemy creatures. The Wizard is a trickster, a master of meta-magic: countering, stealing, redirecting, and destroying enemy spells and mana. He's also a master of teleportation and portals/gates.
The Priestess will defend with knights and angels and powerful healing and protection spells. She'll wear down the enemy, then overwhelm them in the end. The base game comes with all you need to get started: spellbooks, extra spells to customize with the spellbooks, arena game board, dice, markers, etc. New Mages will be released every few months to add new spells, powers, and variety to the game. The game is NOT collectible, but is fully customizable!
$110.00
1 in stock
RARRR!!
In RARRR!!, players first draft monster power cards in order to build their perfect monster, then draft power bid cards to fuel their monsters' rampages through cities. Cities are destroyed using a bidding system, and players are limited in their bids by the amount of each type of power that their monster possesses.
Will you build a super fire-spewing dragon monster, or a more balanced monster that can flatten cities time and time again for the long haul? Either way, it's not a good day to live in the metropolis.
3-6 players
Ages 8 to adult
60 minutes playing time
$85.00
1 in stock
ZOMBICIDE: WHITE DEATH – CROSSFIRE PACK (EXPANSION)
The Zombicide White Death: Crossfire pack contains both a new type of Guard and a new type of Zombie which you can add to any of your Zombicide fantasy games!
Contains:- 12 Crossbow Guard Miniatures- 15 Deadbolt Walkers- 6 Delayed Ranged Action Cards- 6 Deadbolt Walker Spawn Cards- 2 Reference Cards- 1 Rules Leaflet
$65.00
1 in stock
APOLLO XIII
Can you save the mission and return home safely? NASA's 1970 Apollo XIII mission has captured imaginations for decades due to its unbelievable dangers... and even more unbelievable triumphs. Against incredible odds, engineers at NASA overcame disasters of every kind to bring the entire Apollo XIII crew back to Earth safely.
Apollo XIII tells the whole story of the mission through a "card driven" system, which traces the story and features all of the disasters that plagued the mission. The players will need to manage these events if they hope to ensure the survival of the crew and return them to Earth safely.
Apollo XIII is a cooperative game. Your group must coordinate their actions, or you will not finish the mission. But, there is also an optional "Competitive Mode" game at the end of these rules, if you want an extra challenge!
2-5 players
Ages 10 to adult
60 minutes playing time
$80.00
1 in stock