All Other Card Games


12 Days

Celebrate gift giving and the spirit of Christmas with12 Days, a lovingly illustrated card game by renowned artist Echo Chernik.
12 Days is an experience the whole family can enjoy!
Inspired by the iconic Christmas carol "The Twelve Days of Christmas" and designed by James Ernest and Mike Selinker, 12 Days is ingrained with familiar play patterns of traditional card games;12 Days feels like a true holiday classic.
Bring joy and good cheer home to your family with 12 Days! Ages: 8+ | Players: 3 - 5 |  Playtime: 15 - 20 minutes

$20.00

13 Clues

The city of London has been shaken by heinous crimes, and Scotland Yard is groping in the dark. 13 Clues, set at the end of the 19th century, puts players in the shoes of the detectives, each trying to solve their own mystery. Each player sees the clues — person + location + weapon — for the other players but not their own. They investigate by asking questions, by consulting the secret informant, and by making accusations in order to collect clues and rule out suspects. The goal of the game is to identify which of the 13 clues match their case before the others do! Ages: 8+ | Players: 2 - 6 |  Playtime: 30 minutes

$50.00

3 Wishes

3 Wishes is a party/family game for 3 to 5 players in 3 to 5 minutes. With very simple rules, this very quick memory, intuition and bluffing game is as much about playing the game as it is about playing the other players. A poker face will go a long way – well, not too long, since the game may last only 3 minutes – and it will also serve you well as a fast and fun memory training. A not-so-nice-but-not-too-evil genie appears as if from nowhere (someone, somewhere probably did rub a lamp) and pitches the crowd against one another, granting the most astute player no less than 3 wishes. But not all wishes come true, and only the player with the right balance between super powers, benefits for the world and selfish gifts will be enter the good graces of the genie. In 3 Wishes, each player is dealt a hand of 3 face down cards, with 2 extra cards in the middle of the gaming table. On their turn, each player can peak at a card or swap cards with other players or the common pool on the table, aiming to get 3 different type of wish-cards. Once that happens, someone will call the end game and all players reveal their hands and compare wish-cards to determine the winner. Ages: 7+ | Players: 3 - 5 |  Playtime: 3 - 5 minutes

$20.00

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

5-Minute Marvel

CHOOSE A MARVEL HERO: Which Marvel hero will you be? Play with the strengths and special abilities of one of these heroes to defeat the mighty Thanos: Iron Man, Captain America, Rocket and Groot, Black Widow, Spider-Gwen, Hulk, Ms. Marvel, Squirrel Girl, Medusa or Spider-Man. When the game is over, players can choose another hero and play again. Each game is always different but always just five minutes! TEAM UP ON MISSIONS: There’s strength in numbers so unite with other Marvel heroes to take on an endless stream of enemies. Strategize to overcome the obstacles and challenges thrown your way and celebrate the team victory when you crush the Mad Titan Thanos to win the game. DOWNLOAD FREE APP TIMER: You can use any 5-minute timer that can be paused and restarted easily to play the game. For a more immersive experience, download the free app timer that was specially developed for the 5-Minute Marvel Game. The pressure is on as the timer counts down the time left in your mission. If you already like the 5-Minute Dungeon Game or are a fan of Marvel movies, just “take five” to play the fast-paced, real-time, cooperative card game, 5-Minute Marvel, for kids aged 8 and up!Get your adrenaline pumping and your superpowers ready with the fast-paced, cooperative card game, 5-Minute Marvel. Choose to play as one of ten Marvel heroes and join forces with the other players to battle six nefarious Bosses. Along the way, thwart an endless stream of Villains, Minions and Goons—there’s no shortage of evil out there! Use Resource Cards, Action Cards and special abilities to defeat the first boss, Green Goblin, before time runs out. The mission gets more challenging as there are four more bosses to outwit before the final boss showdown. Wait…stop everything! At any time there could be a Crisis Card that demands your immediate attention before the mission can continue. Only quick-thinking and teamwork will get you to the final battle against the all-powerful Thanos. In the hectic and intense, final quest you must use your smarts because there are only so many cards to play, so many ways to fail, and so little time. Split-second decisions and chaotic card-slinging are all part of the frenzied fun of 5-Minute Marvel as every second counts when you only have five minutes to win together—or perish! Anytime, anywhere, if you have five minutes, it’s time to play 5-Minute Marvel! Contents: 285 Cards 10 Hero Mats 3 Double-Sided Boss Mats (6 bosses total) & Instructions. Ages: 8+ | Players: 2 - 5 |  Playtime: 5 minutes

$40.00

51st State Master Set

The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State. 51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use. The world of 51st State is in ruins. It’s up to you to rebuild. Take charge of a group of survivors and fight your way to salvation. You must rebuild. You must overcome. Beware everyone else… they are trying to do the same. The 51st State Master Set comes with 4 factions for players to take control of. Each offers a unique set of resources as well as some small special abilities. New York, Mutans, Appalacians, and Merchants. You may find that you prefer one… so I’ll try to introduce you to a few. The Merchants Guild spans the new world, controlling trade between cities that all but forgot about each other. The men and women that manage the trade routes between these cities are ruthless. Setting up trade is easy… if you’re willing to pay their fees. No one dares make deals without the Merchant’s blessing. The Merchants Guild produces Fuel and relies on it to fund their trade. If you are lucky with your turn 1 draft, you can start the game with 3 deals. This gives you a ton of flexibility to begin the game with. If you want to develop your fuel strategy, you should be looking for the Oil Rig and Gasoline Drinkers Den early. The powerful thing about the Merchants Guild, however, is that you can mostly ignore Fuel production and still develop a strong Production through deals each turn. You’re going to need lots of Scrap if you want to build, so you should focus on grabbing those deals early on. Born from the radioactive sludge that gathered in the Mississippi River basin, the Mutants are fiercely territorial… and they’re spreading. Most survivors chose to flee East to escape the waste, but some were trapped, and consequently became contorted and violent. Now the Mutants want more. They are aggressively fighting to take back some semblance of their former lives. The Mutants Union are aggressive. You begin the game with guns and the ability to destroy a player’s Production building. You aren’t going to be making deals this game, and building is difficult, so you should focus on destruction. Who needs deals when you can just take what you want? You’re going to need Grey contact tokens, so drafting Construction Vehicles and Sarrash is possibly more important for you than the other factions. You can be peaceful if you want, so watch out for Shadow and Gun Shop… but honestly, what’s the fun in that? Ages: 14+ | Players: 1 - 4 |  Playtime: 60 - 90 minutes

$85.00

60 Seconds to Save the World

The day we have been dreading is finally upon us… We need you, our fearless leader, more than ever. You have been hustled down into the command bunker to lead the world to salvation. For you see, something catastrophic has happened and the world is only ONE MINUTE from ending! You and the other world leaders need to join forces and coordinate a plan to save the planet. Use your terminals to execute orders, fax information to our allies, broadcast to succor continental panic, and enact a plan that will solve our problem. You have 60 seconds to do it, so act quickly!. Contents:  108 Cards, 45 Tokens & Rulebook. Ages: 14+ | Players: 2 - 6 |  Playtime: 45 minutes

$40.00

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

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

Aeons End : Legacy

“You are not breach mages yet,” Brama lectures as she paces down the line of students, her frail form belying her immense power. “Breach mages have protected us since the beginning — since the burning of the world and our pilgrimage into the dark. It was they who founded Gravehold, our last bastion, and if you wish to stand beside these living legends, you must listen and learn. The Nameless shall come again, as they always have, and you will need to be ready. You are the hope of our future.” As a young apprentice, you grew up to stories of the breach mages. Brama, the teacher, wisest of the mages. Dezmodia, the prodigy, master of great magic. Mist, the stoic leader and tactical genius. Malastar, the magical craftsman. Rebellious, powerful, and reckless perfectly sum up Xaxos. These mages are your heroes and tomorrow, after your ordeal, you will join their ranks. “Each of you must overcome your ordeal to learn discipline and focus, the tools you will need to defend Gravehold. We are nothing without Gravehold. To be a breach mage is to sacrifice your life for Gravehold. When you die, it will be in defense of our city. Once you understand this universal truth...only then will you be ready to become a breach mage.” Ages: 14+ | Players: 1 - 4 |  Playtime: 60 minutes

$130.00

Aeons End : The Depths 2nd Edition

Aeons End : The Depths 2nd Edition Deep within the earth, lost in the labyrinth of shadows, the Horde-Crone has awakened the troggs to reclaim the ancient city of Gravehold. The Depths is an expansion for the cooperative deckbuilding game Aeon's End. This expansion features one new nemesis and three new breach mages, as well as new spells, relics, gems, and minions.
This is an expansion. AEON's End is required to play. Ages: 14+ | Players: 1 - 4 |  Playtime: 60 minutes

$35.00

Alien Artifacts

Alien Artifacts is a 4X-style card game in which you play as an interplanetary faction, sending your research vessels into uncharted space to expand your knowledge and power. Build powerful ships, develop new technologies, and explore distant planets for anything — or anyone — you can exploit. Alien Artifacts is built on a Resource engine - each turn you will have 3 Resource cards in your hand and you will decide how best to spend them. Each resource card has two different resource types for you to use. You can only use one side and only two cards per turn! Using these resources, you will build Ships, develop Technology, discover Planets, or Trade for currency! New Ships allow you to attack the aliens and gain their valuable artifacts which provide huge bonuses. With each new Technology card in your Empire, you will have access to more actions, bonuses, and scoring opportunities. Each Planet you explore provides valuable resources for future actions. There are two sides to each of these cards, and as you build them you will decide: Logistics - play cards on this side to gain ongoing bonuses that will make your Empire stronger and help you build faster. Operational - play this side to gain a new way to score victory points (and yes, you will be able to activate your operations more than once, if you play well).
Manage your Resources, build the right cards, make wise choices. Win! Alien Artifacts provides a true 4X experience in under an hour. With over two hundred cards, Alien Artifacts offers players many scoring strategies and great replay-ability. Ages: 10+ | Players: 2 - 5 |  Playtime: 60 minutes

$80.00

Android Netrunner The Card Game

Android: Netrunner is a two-player Living Card Game® set in a dystopian, cyberpunk future where monolithic megacorps own and control the vast majority of human interests. While corporation players try to score points by advancing their agendas, they have to guard their intellectual properties from the elite and subversive hackers known as netrunners. Netrunners attempt to win the game by stealing the corp's agendas, by any means possible! New World Order Technological advances have allowed corporations to push the envelope of human experience to heights previously unimaginable. Mankind has colonized the Moon and Mars. Powerful computer and neurobiological technologies have allowed scientists to create digital maps of the mind, empowering new artificial intelligences and electronic brain interfaces. Gone are the days of the mouse and the keyboard. Most users transfer data via gestural interfaces and virt displays, but the elite “jack-in,” connecting their brains directly to their computers and, beyond them, the omnipresent network. Everyone relies on the network, the all-seeing, all-hearing grid that surrounds Earth and reaches out into the solar system. More data flows through the network every second than was ever expressed in the first five-thousand years of written language. It is a surveillance network, a financial system, and a library. It is the backbone of modern civilization. It is also the greatest weakness the megacorps have. There are those who hunt constantly for flaws in corporate security measures. They hunt for different purposes. Some hope to expose the root hypocrisy of these business giants built upon the labor of mistreated and impoverished drones and held in place by fraudulently legitimized monopolies. Some want to explode the walls that hide corporate secrets and usher in a new age of free information. And others merely want to make some quick credits, hacking for secrets and turning them around on the black market. These rogue operators with the hardware, software, and raw talent to exploit the corporations greatest weaknesses are the individualists known as netrunners. The Future Is Now When Netrunner was originally released in 1996, it was widely hailed as one of the greatest customizable card games of that era. Now, Fantasy Flight Games has updated this classic card game by Richard Garfield to fit our Living Card Game model. Players familiar with the original will recognize its gritty, noir, cyberpunk feel and the tense, strategic action engendered by balancing their actions, but they’ll also find plenty of exciting enhancements in Android: Netrunner. Several of the more troublesome mechanics have been cleaned up and clarified, and the introduction of identities into the card pool creates a more dynamic play environment. Meanwhile, as the newest of our LCGs, Android: Netrunner will have a fixed distribution model that allows the game to grow organically with the cards from each regular release. Asymmetrical Game Play In Android: Netrunner, each player starts with five credits, five cards in hand, and a set number of actions per turn. Each player seeks to score seven points from agendas, but from there the corporation and runner move in two wildly different and wholly flavorful directions. Corporations seek to score agendas by advancing them. Doing so takes time and credits. To buy the time and earn the credits they need, they must secure their servers and data forts with “ice.” These security programs come in different varieties, from simple barriers to code gates and aggressive sentries. They serve as the corporation’s virtual eyes, ears, and machine guns on the sprawling information superhighways of the network. In turn, runners need to spend their time and credits acquiring a sufficient wealth of resources, purchasing the necessary hardware, and developing suitably powerful ice-breaker programs to hack past corporate security measures. Their jobs are always a little desperate, driven by tight timelines, and shrouded in mystery. When a runner jacks-in and starts a run at a corporate server, he risks having his best programs trashed or being caught by a trace program and left vulnerable to corporate countermeasures. It’s not uncommon for an unprepared runner to fail to bypass a nasty sentry and suffer massive brain damage as a result. Even if a runner gets through a data fort’s defenses, there’s no telling what it holds. Sometimes, the runner finds something of value. Sometimes, the best he can do is work to trash whatever the corporation was developing. Players in Android: Netrunner find themselves in a game of ever-building tension. The corporation’s every step is an investment in the grand scheme, but can they protect their assets from the runner’s ingenuity? And while a runner presses to prevent the corporation from achieving its goals, he must decide whether he can afford to run blind. Will the next piece of ice be the one that renders him comatose? Will the corporation finally tag him and send a hit man his way? Will he steal the corporation’s most valuable secrets, or will he stumble into an explosive trap? Corporate Giants and Smooth Criminals The Core Set for Android: Netrunner introduces seven identity cards, which represent different corporations and runner classes. Each plays according to its own distinctive style. Amid the future’s breath-taking developments, four giant corporations tower above the rest as paragons of industry. Haas-Bioroid leads the work replacement revolution with its bioroids, humanoid machines possessing artificially intelligent minds developed from careful braintaping. Jinteki is their main rival in the labor solutions market. Jinteki excel at producing genetically-engineered clones, some of which are even capable of working in the vacuum at the top of the Beanstalk. NBN owns what you think and dream with the largest and most pervasive media network ever conceived by man streaming everything from music to threedee, news to sitcoms, and classic movies to sensies. The Weyland Consortium has expanded since its construction of the space elevator; the Consortium now leads the way in construction of cutting edge facilities on Earth, the Moon, and Mars. Conversely, netrunners are identified by their motives more than by their achievements. They don’t build up. They tear open. Anarchs like Noise Reilly work from their hatred for corporate corruption. Some might say they champion the oppressed and the downtrodden, but it’s more likely that they’re interested purely in the act of ripping apart corporate lies and spreading their viruses to hinder the corporate machine. Criminals like Gabriel Santiago are in it for the credits. They get paid for the secrets they uncover. Consummate professionals, these runners believe in taking as few risks as possible, and never the ones they consider unnecessary. Shapers like Kate McCaffrey are considered idealistic naifs by many. They’re not in the business to tear down corporations nor for personal gain. They run because they can. They take joy runs to see what they can make out of new combinations of hardware and software. Accordingly, their tech is usually among the most modded and sophisticated of any runner’s. Humanity hurtles into space and lives on the network. With its seven identities and 252 cards, the Android: Netrunner Core Set provides everything you need to immerse yourselves in the cyberpunk fantasy of a world filled with valuable data and high-stakes runs through the network, and data constructs as varied as the human imagination. Ages: 14+ | Players: 2 |  Playtime: 30 - 60 minutes

$70.00

Antidote

In Antidote, you are a laboratory scientist working for a giant chemical research conglomerate. When you and your lab are suddenly exposed to a deadly toxin, you must work quickly to share your research and discover the Antidote before it’s too late! In the game, players take turns deciding what action all other players take: either discard from their hand or trade research with other players. Eventually all your cards will run-out and you will be left with just one that you must “drink” and hope its the Antidote. If this card is the true Antidote, you’re cured and live! If not…you die, but you can always try again! Contents: 1 Full Color Rule Book , 102 Cards, including 64 Formula Cards, 8 Syringes, 3 Clinical Trials, 3 Placebos, 8 ID Badges, 7 Lab Assistants, 8 Lab Romance Cards, and 1 My Turn Card. Ages: 13+ | Players: 2 - 7 |  Playtime: 20 - 30 minutes

$30.00

Antidote : Lab Alliance Expansion

Antidote Lab Alliance “DANGER, DANGER!” The unwavering emergency voice on the loudspeaker reminds you again-and-again of the deadly airborne toxin contaminating your lab. If you’re going to survive, you’ll need to find the antidote…fast. The flash of the warning lights gives you just enough visibility to find your teammates and compare notes about what the antidote could be, but you suddenly realize there may not be enough of the antidote for all of you. Will you be willing to give-up your dose so your teammates can live? Antidote: Lab Alliance expands the world of Antidote with five new ways to play including support for up to nine players, team-play, new turn actions and special cards, and sinister new Lab Romance characters. A copy of Antidote is required to play this expansion. Ages: 13+ | Players: 3 - 9 |  Playtime: 20 - 30 minutes

$30.00

Aquarius

Aquarius, the Looney Labs game of elemental connections, is one of our longest-running titles! Kids love the colorful design, fast play, and familiar matching strategy. Adults love the game's competitive edge. It's the perfect family card game. Players take turns playing element cards, trying to get seven connected of their secret goal element. But look out for special actions that might change your goal, give your entire hand to someone else, or otherwise upset your well-laid plans!Game Play:
Each player is given a secret goal card of one of the five elements. Element cards are played on the table connected like dominoes, with each player trying to win by connecting seven panels of their goal. Action cards allow players to shake up the action in six different ways. The game is fast, fun, colorful, and easy to learn - with enough bluffing and strategy to keep adults engaged. Preschooler variations included for children as young as 3 years! Ages: 6+ | Players: 2 - 5 |  Playtime: 10 - 30 minutes

$25.00

Arboretum

Nowhere is nature's beauty quite so evident as in the resplendent colors of an arboretum. In Arboretum, you create carefully planned paths for your visitors to walk as they take in the colorful explosion of buds and leaves. The cheerful cherry blossom, the fragrant dogwood, the mighty oak – all have a place in this peaceful haven. But the tranquil setting belies the game's competitive heart. You must choose which cards to plant in your arboretum and which to keep in hand, as only the most expert curator will win the renown of nature enthusiasts everywhere.Contents: 80 Cards in 10 colors, 1 Scorepad & 1 Rulebook, Ages: 8+ | Players: 2 - 4 |  Playtime: 30 minutes

$35.00

Archaeology : The New Expedition

Explore the Egyptian desert in search of fame, glory, and—most importantly—money in this thrilling card game.Join the Expedition In Archaeology: The New Expedition, you are an archaeologist leading expeditions in search of lost relics. These artifacts lie hidden in the desert, but they belong in a museum! Luckily, the museum will pay you handsomely for whatever you deliver. Uncover shards of ancient pottery, valuable coins, masks of the Pharaohs, and more during your excavations. You can sell each right away, but you can earn even more by delivering complete sets. Don't wait too long to sell, though, or you might lose your discoveries to rival explorers or vicious sandstorms. The player with the most money when the Treasure deck runs out wins! Dig for Treasure Your expeditions will take you to all manner of locations. In addition to the regular dig site, the game features one of six Monument tiles to explore, each with particular rules for discovering the treasures within. Each Monument tile brings its own risks and rewards to your expeditions, creating a new challenge with every game. Gather your treasures and wait for the perfect moment to sell. Only the boldest adventurers will emerge from the desert with newfound fame and fortune! Contents: Rulebook, 106 Cards, 6 Monument Tiles. Ages: 10+ | Players: 2 - 5 |  Playtime: 30 minutes

$35.00

Arctic Scavengers with Recon expansion

In the year 2097, the entire earth was enveloped in a cataclysmic climate shift plunging the globe into another ice age. Over 90% of the world’s population was eliminated, driving the survivors to band together into loose communities and tribes. Each player is the leader of a small tribe of survivors. Resources, tools, medicine, and mercenaries are all in scarce supply. Each tribe is pitted against other tribes in a fight for survival. The players build up their tribes, skirmish against other players’ tribes, and can even bluff on the way to victory. The leader who gathers the largest tribe will win the game! HQ expansion: The first expansion for Arctic Scavengers introduces the notion of a base camp or headquarters for each tribe. This base camp consists of a Tribal Leader (complete with special abilities) and the potential to construct buildings that can be used strategically during game play. Additionally, the game introduces alternative victory paths, new mercenaries, new tools, and the addition of the “engineering schematics” pile. Recon expansion: The world of Arctic Scavengers pits players against one another in an attempt to survive a post-apocalyptic ice age. As the competing tribes developed and grew, headquarters were established for each tribe (supported via the HQ expansion that shipped with the first release). As the tribes evolved further and struggled for dominance, information has become the most valuable currency. In this new world, deception reigns, leading to a need for reconnaissance. This version comes with a plastic insert to organize all your cards for ease in play setup. Ages: 13+ | Players: 1 - 5 |  Playtime: 30 - 60 minutes

$85.00

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