Indie boards and cards


Aeons End

This isn’t the end of the world. That already happened. This is what’s left. Us, Gravehold, and The Nameless­­ creatures seeking to snatch what little we have left from our grasp. The breath in our lungs. The weak light in our eyes. For generations we have taken refuge in an ancient and haunted place, one whose first purpose was forgotten for a thousand ages, until our exodus once again filled its empty halls and hovels with our shadows. Here in the darkness, we seek a way back to the light. It has taken the breach mages an aeon to hone their dark craft, but they are ready, they are lethal. The breaches, the very conduits through which The Nameless travel, have become our weapon. The breach mages wield this power with undeniable ambition: to survive, to take back The World That Was, to protect our home. Yaleesa Rhykk, Gravehold survivor
Object of the Game: In Aeon’s End, you must build a deck of gems, relics, and spells in order to defeat the incoming nemesis. You start with a ten card deck, which you must improve over the course of the game in order to defeat the nemesis. Each turn you may acquire new gems and relics, learn new spells (by purchasing them from the supply), cast spells, and increase your casting potential by opening additional breaches. In each game you will fight a nemesis, all of whom have different abilities and unique cards added to their deck. Your goal is to defeat the nemesis before your home, Gravehold, is overrun or the players are exhausted. Be always on guard, for the nemesis may have other ways to defeat the players... Contents: Cards: 303 Cards , ­­ 52 starter cards , ­­ 49 gem cards , ­­ 30 relic cards , ­­ 70 spell cards , ­­ 75 nemesis cards , ­­ 9 turn order cards , 16 breaches , 1 life tracker board for Gravehold and nemesis , 6 character mats , 4 nemesis mats , 80 tokens: , 30 life tokens with value 1 , 10 life tokens with value 5 , 21 charge tokens , 4 player number tokens , 2 Gravehold life tokens , 2 nemesis life tokens , 10 power tokens & 15 rage/husk tokens. Ages: 14+ | Players: 1 - 4 |  Playtime: 45 - 80 minutes

$80.00

Coup

In the not too distant future, the government is run for profit by a new “royal class” of multi-national CEOs. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation. Out of the oppressed masses rose The Resistance, an underground organization focused on overthrowing these powerful rulers. The valiant efforts of The Resistance have created discord, intrigue and weakness in the political courts of the noveau royal, bringing the government to brink of collapse. But for you, a powerful government official, this is your opportunity to manipulate, bribe and bluff your way into absolute power. To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive. Contents: 15 character cards (3 each of Duke, Assassin, Captain, Ambassador, Contessa), 6 summary cards, 50 coins & Rules. Ages: 14+ | Players: 2 - 6 |  Playtime: 15 minutes

$27.00

Coup : Rebellion G54

Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanics and rules, but with a variable deck of 25 characters. In each game you will choose to play with five out of the 25! Power and interaction will vary depending on the different combinations of character selected to be used in each game. Thinking on your feet is crucial in this new and re-imagined game in the Dystopian Universe! Nuance and deception will still win the game as you vie for power in Coup: Rebellion G54. In Coup: Rebellion G54 (G54), the last player with influence in the game wins, with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power, and the deck is formed by three iterations of each role for fifteen cards total. A player starts the game with two coins and two influence cards – i.e., two face-down character cards. On your turn, you can take any of the actions of the five characters in play, regardless of which characters you actually have in front of you, or you can take one of two general actions: Income: Take one coin from the treasury.Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t (or don’t) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game. If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not. The last player to still have influence – that is, a face-down character – wins the game! Contents: 75 Influence Cards (3 of each role), 2 General Action Cards (Coup and Income), 25 Role Action Cards (1 of each role), 8 Role Tokens, 50 Coins, Rules, 25 Role Dividers & 2 Dividers. Ages: 14+ | Players: 3 - 6 |  Playtime: 15 minutes

$50.00

Coup : Reformation

Driven by their successes, the Resistance has gained popular support and entire regions are in open rebellion. In a desperate attempt to stay in control, some government leaders are publicly supporting the reforms demanded by the resistance. But allegiances are constantly shifting, and can be bought for the right price. The opportunity for intrigue and bluff has never been greater. The cost of failure couldn’t be higher. Even with the reformation, only one can survive. Reformation is an expansion to Coup, a copy of Coup is required to play. Reformation adds Allegiances – players are either in support of the government (Loyalists) or the resistance >(Reformists). Reformation also includes the Inquisitor variant, and additional role cards to expand play up to 10 players. Contents: 10 Allegiance Cards, 1 Treasury Reserve Card, 15 character cards (2 each of Duke, Assassin, Captain, Ambassador, Contessa and 5 of the Inquisitor), 10 summary cards, Rules. This is not a stand alone game. Ages: 14+ | Players: 2 - 10 |  Playtime: 15 minutes

$25.00

Flash Point : Fire Rescue - Veteran & Rescue Dog

This accessory pack contains two new specialists (cards & miniatures) for use with Flash Point: Fire Rescue. The Veteran is not the fastest or best in any one area, but he can make the rest of your team more effective and knows how to stay out of danger. The Rescue Dog is man's best friend, able to quickly reach victims in need and drag them to safety. Both these new specialists are a great way to add variety and fun to your firefighting adventures!Ages: 10+

$21.00

Flash Point : Fire Resuce - 2nd Story

Flash Point: Fire Rescue – 2nd Story, an expansion pack for Flash Point: Fire Rescue, contains two double-sided mounted game boards and a counter sheet that contains ladders, windows, an explosion marker, and more. Each game board represents one floor of a building, and the player firefighters will need to cover more area in this expansion to keep things under control. Ladders and stairs provide access to the upper building level, and windows let firefighters enter and leave the building without causing structural damage.Contents: 1 Board, 4 Ladders (Upper and Lower Part), 12 Open Window Tokens, 4 AP Tokens, 6 Door Tokens & 1 Explosion marker. Ages: 10+ | Players: 1 - 6 |  Playtime: 45 minutes

$25.00

Grifters

Grifters is a hand-building game that has all the fun of deck-building, without the deck. Players take on the role of powerful crime bosses, building their criminal organizations by carefully recruiting new operatives with specialized skills and directing their team’s nefarious deeds. All of your specialists are either in play or in your hand, ready to be used as you command. This unique handbuilding mechanic gives you total control of your strategy. Players: 2-4
Ages: 14+
Play time: 30 mintues

$40.00

Kodama Tree Spirits 2nd Edition

The forest is growing fast! As caretakers for Kodama, the tree spirits, you must keep the forest a healthy and lush home for your little friends. Over three growing seasons, you must cultivate trees with the right mix of flowers, insects, and branch arrangements to make your Kodama as happy as possible. Whoever cares for their Kodama best will be remembered for generations! From the designer of the hit game Kigi, Kodama: The Tree Spirits branches out into a fun new way to play! Grow your tree by placing cards in clever arrangements, being careful to leave room for future growth. At the end of each season, one Kodama will award you points for how well your tree suits its needs. With beautiful art and innovative mechanics, Kodama is an inTREEguing game for the whole family. Ages: 14+ | Players: 2 - 5 |  Playtime: 30 minutes

$35.00

Melee

The King has died childless and the land has had its last days of peace and prosperity. Now the power hungry nobles each see their opportunity to seize the throne and launch a war without mercy to assert their own rights. Only force of arms, and the gold to pay for it, matters. Who shall succeed to grab the throne in the chaos that ensues? Melee is a 20 minute "war game" for 2-4 players that is nasty, brutish and short! You want to be the first person to capture an opposing castle (at which point the game ends immediately) or to have the most land and gold at the end of the year. Players: 2 - 4
Ages: 14+
Playtime: 20mins

$45.00

Ninja Academy

As an apprentice Ninja, it’s time for you to show all your skills in challenging and exciting tricky trials. Will you be quicker, stronger, smarter…. or simply more
concentrated than your opponents?  Your training alternates collective trials and duels, in a series of varied tests drawn randomly. But whether you are challenging the whole group and head-to-head with another ninja, there will be only one rule: be the best at your trial! For example, try to be the first player to place a Ninja meeple on each of your fingertips! Try to guess how many ninjas your opponent put in the box just by
shaking it! Be the quickest to assemble 5 wood logs vertically! Be strong enough to collect points depending on your score, but be also strategic enough when you bet on the winner of each duel! Ninja Academy is a hilarious, fast-paced and highly re-playable new dexterity game!Ages: 8+ | Players: 3 - 5 |  Playtime: 20 minutes

$25.00

Pirate 21

Avast ye, mateys! Lookit thar! It be a chest of gold! But how to divvy up th’ loot? Aye! Draw yer cards and watch out for yer hornswagglin’ mateys! Gamblin’ be th’ pirate way! Pirate 21 is competitive card game for 2-6 players. Each player tries to get 21 without going over. Sound familiar? It is, but in this version of 21 you have pirates that can knock an opponent out of the round, mates and captains that can swap cards, and princesses to defend you. Draw your cards, and bring your best trash-talking pirate voice to the table.Contents: 29 Game cards, 6 Player reference cards, 24 Coins. Ages: 14+ | Players: 2 - 6 |  Playtime: 15 minutes

$25.00

The Resistance : Avalon

The Resistance: Avalon pits the forces of Good and Evil in a battle to control the future of civilization. Arthur represents the future of Britain, a promise of prosperity and honor, yet hidden among his brave warriors are Mordred’s unscrupulous minions. These forces of evil are few in number but have knowledge of each other and remain hidden from all but one of Arthur’s servants. Merlin alone knows the agents of evil, but he must speak of this only in riddles. If his true identity is discovered, all will be lost. The Resistance: Avalon is a standalone game, and while The Resistance is not required to play, the games are compatible and can be combined. Box Contents: 14 Character Cards (Merlin, Assassin, Percival, Mordred, Morgana, Oberon, 5 Loyal Servants of Arthur and 3 Minions of Mordred) 10 Quest Cards (5 Success & 5 Failure Cards) 5 Team Tokens 20 Vote Tokens (10 Approve & 10 Reject Tokens) 5 Score Markers (Blue & Red Markers) 1 Round Marker 1 Vote Track Marker 1 Leader Token 3 Score Tableaus (One side for each player count) 2 Loyalty Cards (Optional, for use with Lady of the Lake and Plot Thickens Cards from The Resistance) 1 Lady of the Lake Token (Optional)
Ages: 14+ | Players: 5 - 10 |  Playtime: 30 minutes

$33.00

The Resistance : Hidden Agenda

An expansion to the Resistance Universe that adds fun new ways to play Resistance!, Assassin Module: The Resistance Avalon roles ported to the Resistance Universe, Defector Module: Players can switch allegiances during the game., Trapper Module: Bigger mission teams.

$20.00

The Resistance : Hostile Intent

Hostile Intent is an expansion to The Resistance consisting of three modules. Hunter Module: The battle between resistance and imperial has become more intense. It is no longer enough to target facilities in missions - the target has become personal as both sides look to neutralize their opponent's leaders. In this module both the resistance and spies must identify a specific individual among the opposing team to win. Hunters introduces many new game concepts that bring a whole new level of deduction and deceit into The Resistance. Reverser Module: Reversers have the ability to change the results of any mission - in the hands of the resistance this can make a doomed mission succeed, or turn certain victory into defeat. A very interesting and potentially chaotic twist that is certain to change your meta game forever. Inquisitor Module: The Inquisitor is an optional player ability first seen in Avalon. The player with the Inquisitor will be able to look at the affiliation of another player and is a simple way to ensure every game is full of interest twists and turns as the Inquisitor uncovers the truth (at least their version of the truth). Box Contains: 1 x Hunter Module 1 x Inquisitor Module 1 x Reverser Module

$20.00

The Resistance : The Plot Thickens Expansion Card Game

An exciting expansion with three new ways to play The Resistance replacement Character & Mission cards and New Mission tracking tokens. The Plot Thickens Module: The "Plot Thickens" introduces Plot cards. These cards provide additional opportunity for Character affiliations to be identified or concealed. THE PLOT THICKENS MODULE WAS INCLUDED IN PREVIOUS EDITIONS OF THE RESISTANCE, YOU MAY OWN THIS ALREADY. The Rogue Module: Rogue agents march to a different drum, whether spy or resistance they have their own victory conditions and would rather win by themselves than see their side victorious. The Sergeant Module: The Sergeant can be added to the game as an optional player power. The Sergeant is a player on the Mission Team with an optional ability to alter the outcome of the mission by switching another player's played Mission card. Requirements: The Resistance: The Plot Thickens Requires The Resistance Core Game to Play (Not Included)

$20.00

Witching Hour

Witching Hour Troubles a-brewin’! It’s exam time at School of Sorcery, and the mischievous witches have crafted their strongest potions and hexes to win the coveted Witches Cup. A little eye of newt, toe of frog and wool of bat have strewn together magical objects with the ability to foil their fellow witches. Mix your potions, practice your spells, and prepare for a battle of magical proportions! Witching Hour is a card game in which players compete over three rounds to control the Witches Cup. Armed with enchanted objects, they attack, defend, and use specialty abilities to hex their rivals. The player with the fewest points at the end wins the Cup. Contents: 5 Hex pile markers , 66 Score tokens , 5 Player aids & 56 Cards. Ages: 14+ | Players: 2 - 5 |  Playtime: 30 minutes

$35.00

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