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4-Bidden Words

The creators of What Do You Meme? bring you the latest, greatest, brand new adult party game everyone's talking about! 4-Bidden Words tests your guessing skills as teammates shout clues to help you guess the Buzz Words. Be careful! You can lose points if you say any of the four "4-Bidden" words on the card! The NEW adult party game by the creators of What Do You Meme? Compete with friends and family to out-guess the other teams Contains 600 Buzz Words, 2,400 4-Bidden Words, 8 penalty chips, and a super high-tech sand timer Printed on premium playing cards (thick with gloss finish), shrink-wrapped in a custom box Warning: NOT intended for childrenAges: 17+ | Players: 2 - 20 |  Playtime: 30 - 90 minutes

$50.00

7th Sea Core Rulebook

7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Théah, a land of magic and mystery inspired by our own Europe. Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Théah from murderous villains. As a 7th Sea Hero, you might... … save the Queen of Avalon from treacherous blackmail! … thwart a dastardly assassination attempt on the Cardinal of Castille! … raid the villainous fleets of Vodacce merchant-princes! … free the Prince of the Sarmatian Commonwealth from a mysterious curse! … make decisions that alter the very course of Théan history! In most roleplaying games, you start off as a 1st-level loser who’s terrified of the goblin with a broken knife. In 7th Sea, you are a Hero, an icon of Théah ready to live and die for causes that matter. You can take on ten thugs with swords, knives, and guns all on your own. You don’t start off digging through old dungeons hoping to find a copper piece or two. No! You are trusted knight, a loyal bodyguard, or even… an adventuring queen herself. Right from minute one. In other words… you’re d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d'Aubigney, and the Scarlet Pimpernel all rolled up in one! This is a game of high adventure, mystery, and action. This is a game of intrigue and romance. This is 7th Sea.

$100.00

878 Vikings

The year is 878. For the past 75 years, Viking raiding parties from Norway and Denmark have been terrorizing the coasts of England with ‘hit and run’ attacks. The treasures and stories gained from these attacks have allowed the Norsemen to raise huge hosts of eager men seeking glory and riches. These armies now stand poised to thunder across England where they will settle and farm the fertile land they conquer. The divided English kingdoms are unprepared for this impending onslaught. The Vikings are coming! In 878: Vikings – Invasions of England, players control the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players either play as Norsemen Viking freeman or as the fearless Viking shock troops known as Berserkers. The English play as the Housecarl, the Kings’ household troops, or as the Thegns who were regional noble Leaders. The English players will also be able to call up the peasant levies, called the Fyrd, to defend their cities. Players for each side strategize together in order to coordinate their strategies. Each side attempts to control Cities on the map to win. The English start the game controlling all of England but a Viking Leader will invade from the sea each Turn. The English players raise reinforcements from cities they control, while the Vikings must wait for a new invasion for reinforcements. The game ends when the Treaty of Wedmore is called and the side controlling the most cities wins the game. Ages: 12+ | Players: 2 - 4

$120.00

Achievement Hunter Heist Card Game

Get a team together, pick a target, and attempt to pull off a high stakes heist without getting BUSTED. The game includes four unique scenarios and is playable with 2-4 players. Achievement Hunter HEIST is a real-time, co-op card game with a light deck building aspect. Players work together simultaneously to work through the heist deck via tricktaking-like gameplay. The game is played in three phases: 1) prep, 2) heist, 3) getaway. Prep: Choose your team, deal out a starting hand, trade cards (as needed), and pick a heist. Heist: Start the clock, aim to gather as much loot as possible, while not letting strikes stack up. Getaway: work through a winding city as you speed towards the warehouse. Lose: Get six strikes or reach the time limit of 10 minutes. As players go deeper into the heist deck, precious time passes. The longer players are in the heist phase, the more difficult the getaway phase will become. Can you get in, get out, and avoid being busted? Ages: 10+ | Players: 2 - 4 |  Playtime: 15 minutes

$50.00

Adult Loaded Questions

What Is Adult Loaded Questions All About? Adult game night starts now! Get ready for fun questions, ridiculous answers and nonstop laughter, as you and your friends take turns guessing which player wrote which answer while writing your own personal answers to 308 suggestive, silly and stimulating questions. With highly desirable VIP cards awarding your efforts on every turn, Adult Loaded Questions guarantees all players a very happy ending. Lets Say Its Your Turn Flick the spinner, pick the next card, and read aloud the corresponding question. (Lets say the question is What would you NOT want to find in your partners bedside drawer?)All other players write a personal answer for the question on their answer sheets, which are then collected and read aloud by the player to your right.After hearing all of the answers, choose your favorite and match which player wrote which answer. Match correctly and pick one of the highly desirable VIP cards. The player who wrote your favorite answer also wins one of these cards. The first lucky player to collect 8 VIP cards wins the game!The hilarious adult party version of the classic who said what game.  Features 308 new and classic Adult Loaded Questions, all new design, and added game play features/components for a laughter-filled Game Night
Questions include: What is an instant mood killer? / What word sounds dirty but isn't? / What TV show would you watch if it included full nudity?
Additional Loaded Questions games include the main Loaded Questions game, Party, Junior and On the Go.Contents: Spinner Board and Spinner, 308 Adult Loaded Questions, 55 VIP Cards, Answer Pad, 6 Pencils & Rules.Ages: 17+ | Players: 4 - 6

$30.00

Adventures in Middle Earth RPG - Eriador Adventure

Children kidnapped in the night, unusually cunning Trolls, a mysterious caravan, the fate of a company of Hobbits, the legacy of the Dúnedain and an evil awakening beneath the barrows – six new stories set in the ancient land of Eriador. Six adventures that need a company of heroes to undertake them. Eriador Adventures contains six ready-to-play adventures for Adventures in Middle-earth, complete scenarios that can be played separately or as an epic series spanning a number of years. All adventures are set in the years prior to 2977, and take place in the lands surrounding Rivendell. Eriador Adventures complements the background and rules material contained in the Rivendell Region Guide. Delve into the ruins of overgrown Fornost, walk amidst the cairns of the Barrow-downs and venture to the lair of the Witch-king of Angmar himself, the ancient city of Carn Dûm — if you have the courage! Eriador Adventures contains material previously released as The Ruins of the North for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the OGL rules.

$70.00

Adventures in Middle Earth RPG - Loremaster's Guide

Packed full of advice and ideas to help make your Adventures in Middle-earth 5e games awesome, the Loremaster's Guide brings you: - Swathes of invaluable setting information brings Middle-earth to life - A Middle-earth bestiary detailing the enemies arrayed against your heroes - Fights that feel like those in the books - Advice on creating and running Middle-earth adventures and campaigns - Expanded rules and options for Journeys, Audiences, the Fellowship Phase, character creation, multi-classing and more! The Adventures in Middle-earth Loremaster’s Guide is a must-have for anyone running games in Middle-earth!

$70.00

Adventures in Middle Earth RPG - Rhovanion Region Guide

Follow the Anduin river down from the chill springs of the Misty Mountains to the southern edge of the Wild!  Explore the dread forest of Mirkwood, running from the lonely thickets of the north to the very gates of Dol Guldur! Enter the heart of the Wild, and defend it against the rising Shadow.  A sourcebook for Adventures in Middle-earth, the Rhovanion Region Guide describes the lands of the River and the Forest - the Vales of Anduin along the banks of the Great River, and the trackless forest of Mirkwood to the east. It expands on the descriptions given in the Adventures in Middle-earth Loremaster`s Guide, offering new sanctuaries and new perils for the players to discover. Each region is described in detail, listing potential friends and foes, sites of interest, and potential adventures.  Also included is an expanded bestiary containing a host of strange creatures and servants of the Enemy, from the beasts of the forest to the fabled Great Spiders, as well as variant cultures like River Hobbits and Wayward Elves that offer new options for adventurers.

$70.00

Adventures in Middle Earth RPG - Rivendell Region Guide

The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between. There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before. This hardcover, 144-page, full-colour supplement includes: Background for the Last Homely House, Rivendell, the sanctuary of Imladris.Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.New Fellowship undertakings.A history of Arnor, Angmar and the Rangers of the North.A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.Rules for powerful adversaries, allowing you to customise any monster to provide a challenge for even the most heroic of adventurers.A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.Rules for adding Magical Treasure to your campaign, including dozens of ready-made artefacts, some famous, others less so.A new playable Heroic Culture: the High Elves of Rivendell.

$65.00

Adventures in Middle Earth RPG - The Road Goes Ever On

The Road Goes Ever on is an invaluable accessory for the smash-hit Adventures in Middle-earth.Featuring four beautiful, double-sided, large format game maps and a 32 page rules supplement, The Road Goes Ever On appeals to both players of Adventures in Middle-earth, and fans of Middle-earth.

$50.00

Adventures in Middle Earth RPG - Wilderland Adventures

"There are no safe paths in this part of the world. Remember you are over the Edge of the Wild now, and in for all sorts of fun wherever you go." Wilderland Adventures contains seven ready-to-play adventures for the 5e OGL-compatible Adventures in Middle-earth, complete scenarios that can be played separately, or as an epic campaign. A conversion of the epic Tales from Wilderland.

$70.00

Android Netrunner - Undercity (Hardbound Novella)

Javier Zamora used to be a real journalist, with all the perks of working for NBN. Now, he vids scandalous, fringe, and downright disgusting content for a less mainstream corner of the Net. His stories draw an audience, at least enough of one to fund his life in the under city. Or they used to, anyway. When Zamora stumbles on evidence of a serial killer stalking the under city, he thinks it might be his ticket back to journalistic respect— or at least a steady revenue stream. But as the investigation draws him into a sordid world of underground cage fights and blackmail scams, the notorious Los Scorpions gang warns him to drop the story. Faced with the choice between abandoning the story of his career or antagonizing a dangerous criminal cartel, Zamora must tread carefully if he wants to keep his creds, his life, and maybe even his integrity. Fantasy Flight Games is proud to present Under city: A Javier Zamora Novella by Richard Lee Byers! This page-turning adventure explores the dark center of the Android Universe, as Javier Zamora risks life-and-limb to find the perfect story!

$25.00

Apocalypse Chaos

Your ship has been surrounded by a hostile alien race and the situation looks dire, but you and your crew ain’t goin’ down without a fight! You must work together to contest the onslaught of enemy forces, recover items of scientific interest, rescue the innocent, escape imprisonment, and destroy the alien leader. Ages: 13+ | Players: 1 - 4 |  Playtime: 60 minutes

$80.00

Archmage

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City. At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending. The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets. The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun... Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics. Ages: 14+ | Players: 1 - 4 |  Playtime: 60 - 120 minutes

$124.00

Argent : Summer Break (expansion)

Argent : Summer Break (expansion) The Summer Break Mini-Expansion offers bunch of new summer-themed supporters and treasures for you to add to Argent, plus a new Scenario and a new Voter! Not in a box as pictured, Shrink wrapped cards.

$15.00

Argent the Consortium

Argent the Consortium Welcome to Argent University, the premiere magical institution in the World of Indines! As a faculty member of this prestigious university, you have it all–fame, power, luxury, and plenty of research assistants willing to work for you for free. What more could you ask for? Why, the Chancellorship, of course! The previous University Chancellor has announced his resignation, and the race is on to fill the empty seat. The Board of Trustees meets in one week to determine who will be the new Chancellor. As a candidate in this race, you must use every tool at your disposal to secure the Board's votes. Espionage and Bribery are the classic tools, but you also have powerful magic spells, artifacts looted from the university's vaults, and your student aides to do your bidding. Only the candidate who manages to best leverage their resources and manipulate the Board of Trustees will become the new Chancellor of Argent University! Players: 2 - 5 |  Playtime: 30 minutes P/P

$100.00

Arokah

Arokah is a beautiful, elegant and challenging brainteaser puzzle for all the family. With its unique and fascinating set of shapes, Arokah is the ultimate multi-puzzle challenge that will test your skills time and time again! As an apprentice, journey through six levels of Arokah as you prepare to encounter the fiendishly difficult Master Challenges, and earn your place as a Master of Arokah. To complete an Arokah challenge, select a template and combine your choice of Arokah shapes to solve the puzzle. Each puzzle has many solutions. Can you become a Master of Arokah? At the heart of Arokah lies a naturally occurring phenomenon. Why the Arokah shapes combine to create such remarkable patterns remains a mystery Discover the Mystery! Ages: 6+ | Players: 1+

$70.00

Asking for Trobils

Rid the galaxy of Trobils and be a hero! Asking for Trobils is a worker-placement boardgame where the player is trying their best to rid the star system of Trobils (space pests).
You play a Trobil Hunter - flinging the space vermin into the star, and dealing with unsavory folk just to get the job done. Players start with one ship, placing it at various locations to gather resources that will allow you to trap Trobils.
But just one ship may not be enough, so you can fly through a wormhole to create two or even three ships to help you gather resources. You can make connections to gain more resources or hang around the local Riffraff.
Send pirates, bounty hunters, or gangsters out to make areas rougher for your opponents, or enhance locations for everyone by sending out traders and courtesans. For every Trobil card you capture, you gain victory points.
The player with the most points at the end wins! Ages: 12+ | Players: 2 - 7 |  Playtime: 60 - 90 minutes

$70.00

Bad Santa

Are you Bad Santa? Take a card and see who you are all buying a Christmas present for.
Write down your present and add it to the gift card sleeve.
Then whoever started the round, reads out aloud the presents and must guess who chose each present.
Get it right and win the card. Most cards wins.
Can you buy the most inappropriate present?Ages: 16+ | Players: 4 - 6

$25.00

Barker's Row

Barker's Row Barker's Row is a 2-4 player game in which you are a carnival barker trying to fill your 3D chipboard seats with "rube" meeples by playing the most fantastic Attractions. You draft these Barker cards from a community pool and play them into the Midway. Then you use those cards to play one of ~50 Attractions that will amaze and delight the rube meeples in your seats while giving you a special power to use later in the game. Stay tuned for some drafts of these Attractions, such as Lobster Boy, Goose-Necked Girl, and the Fiji Mermaid. Each time you play an Attraction, you climb higher on the Strongman Tower, making the next one harder to play, serving as an elegant and thematic catch-up mechanic. The player to first fill all their seats wins! Ages: 13+ | Players: 2 - 4 |  Playtime: 25 - 45 minutes

$60.00

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