The horizon is now within reach: your armada is waiting for you to go conquer the seas! On board your ships, discover distant isles, trade with distant cities, and equip your fleets to take part in the upcoming naval warfare... In addition to a whole new Wonder, this expansion allows you to expand your interactions with two new types of cards: Armada and Isle cards. Navigators, explorers, shipowners, and pirates will give new depth to your games.
7 Wonders was a smash hit by Antoine Bauza when it was released in 2010, and it remains just as popular today. It’s a fantastic card-drafting game with a strong set collection vibe, with each set scoring in different manners after three rounds.
One of the extremely appealable selling points about this is the number of people that can play – you can’t call a game 7 Wonders and not have it accommodate up to seven players!
Players each start with an asymmetrical ancient city board, and across three ‘Ages’ they will look to acquire technology, materials for trading, as well as building up their military to attack (or defend against) their neighbours. Everyone also starts with a hand of seven cards from the First Age deck. Simultaneously, players pick one card to keep, and they pass their remaining hand to the player on their left. Then everyone reveals their card, before looking at their new hand of cards, picking one, and passing their hand on again. Once all of the First Age cards have been claimed, the Second Age deck (with more powerful cards) is shuffled and dealt out, and the same process occurs, and then the Third Age (again, more powerful) deck.
However, 7 Wonders has more meat to it than merely selecting the best card in your hand. Each card has a cost of various materials that you have to have access to, in order to add it to your tableau. Some cards have material-generating traits to them, so you can use these to then acquire a card from your hand. Or, you can use the materials in either of your immediate neighbour’s tableau – but you have to pay them coins for this. Some cards can be upgraded for free, which are hugely attractive.
You’ll also be keeping an eye on your neighbour's army – at the end of each Age you will square off in battle, with the victor earning points and the loser gaining negative points. With everyone’s cards being shown face-up, you can absolutely see what potential plans they might have in store, meaning you will spend the game second-guessing their moves and which cards are more valuable to them than others!
We’d call 7 Wonders something like Sushi Go’s older sibling. The mechanics are similar, but there’s a lot more to chew on, here. The cards costing resources are such a great touch – it forces you to be highly interactive with the players on both your left and right throughout the game.
Games tend to last about 30 minutes, and there are some fantastic expansions out there that add lots more drama and variety to gameplay – 7 Wonders: Cities and 7 Wonders Babel are both very popular, and in 2018 Antoine Bauza released another add-on: 7 Wonders: Armada. And, of course, there is the separate, standalone, two-player variant – 7 Wonders Duel.
Player count: 3-7 players
Time: 30 minutes
Age Rating: 10+
In the dark alleys of your city, gold changes hands, alliances are made and secrets betrayed... Now, your influence extends into the heart of rival cities. But be careful, they won’t be shy to return the favor! In addition to two new Wonders and the option of playing in teams, this expansion offers you a new type of card: Cities cards. Mercenaries, thieves, spies, and diplomats will give a new sense of interaction to your games.
The new edition features a new box with gold leaf; improved layout for better game immersion; two new Wonders designed for the expansion; a booklet that describes the expansion’s new effects, and includes cards originally released as the Cities Anniversary Pack.
Given its title, 7 Wonders Duel will come at no surprise to you being a two-player game. This is not an expansion or variant of its popular parent game 7 Wonders (also published by Repos Production), but instead a separate card game all on its own, specifically designed for just you and one other opponent to battle it out to construct man-made wonders of the world.
7 Wonders Duel does not rely on all players drafting a card and then passing their hand over to their neighbour. Instead, Antoine Bauza has teamed up with fellow French designer Bruno Cathala to create a different way of gaining cards for set collection that’s equally – if not more so – enthralling.
Again, 7 Wonders Duel is played over three rounds. Cards are pre-arranged into a communal pyramid-like display, partially covering each other. The majority of them are face-down, while the lowest level ones are face-up. The categories will be familiar to those that have played 7 Wonders (green science cards, brown/grey resources, red military, and so on). Players may take any card they like from the pyramid to add to their own tableau – but only if it is completely uncovered.
As cards are removed, more cards’ identities are revealed (and uncovered). Therefore it becomes a case of timing your moves to perfection, trying to force your opponent into removing cards that then allow you to grab the exact card you want!
Unlike regular 7 Wonders, in Duel players can win before the third round has ended. A player could earn a military victory by getting the military pawn to the end of the conflict track (kind of similar to the swing in power that you find in games like Twilight Struggle). Alternatively, they could earn a science victory by collecting each of the six different science symbols. Therefore you’ll have to keep a close eye on what your opponent is taking – you can’t afford to let them get too far ahead! If neither of these victory conditions are met by the end of the third round, then sets are scored to determine a winner.
For some board gamers, player counts can really make or break a game. If you love 7 Wonders but you’re in a position where you play a lot of games with just you and a partner, then 7 Wonders Duel is going to become a popular choice for you. With rounds lasting approximately 10 minutes each, games can last about 30 minutes in total. And, considering its high replay-ability factor, it fits beautifully into that category of ‘go on then, one more game…’
Player Count: 2 players
Time: 10 minutes
Age Rating: 10+
Measuring 3’ by 3’, the Mother of Dragons Deluxe Gamemat displays the entirety of the Seven Kingdoms in all their glory, along with the western coast of Essos introduced in Mother of Dragons. From the harbor of Volantis to the snowy wastes of Castle Black, the world of A Song of Ice and Fire is lovingly rendered on this premium, slip-resistant gamemat.
This deluxe gamemat is fully compatible with the Mother of Dragons expansion, seamlessly incorporating the continent of Essos, the dragon strength track, the Iron Bank of Braavos, House Arryn’s stronghold in the Eyrie, the fourth Westeros deck, and additions to the influence tracks—all printed onto a single thoughtfully arranged gamemat.
Arkham Horror: The Card Game is a cooperative Living Card Game set amid a backdrop of Lovecraftian horror. As the Ancient Ones seek entry to our world, one to two investigators (or up to four with two Core Sets) work to unravel arcane mysteries and conspiracies.
Their efforts determine not only the course of your game, but carry forward throughout whole campaigns, challenging them to overcome their personal demons even as Arkham Horror: The Card Game blurs the distinction between the card game and roleplaying experiences.
1 - 2 hours, 1 - 4 players, Ages 14+
Battle of Britain Board Game by Richard Borg, a remastering and upgrading of the classic, much loved old TSR classic. This upgraded version takes all the brilliant mechanics and features of the original game and adds new features to give an even more exciting and satisfying gaming experience, including new streamlined dogfighting and fuel rules, ace fighter squadrons and the ability to play shorter scenarios in 1-2 hours or the full campaign game in 3-4 hours.
Take command of RAF Fighter Command, marshalling your too few fighter squadrons to protect your homeland’s cities, industrial resources, airfields and vital radar chain against the waves of Luftwaffe bombers intent on destroying them and the swarms of fighters intent on shooting the RAF out of the sky. Can you thwart the Luftwaffe’s bombing missions, tear the heart out of their bomber and fighter squadrons and survive long enough to win the game?
Take command of Luftflotte 2 and 3 in Northern France and Luftlotte 5 in Norway and use your numerous bomber squadrons, protected by your numerous fighter squadrons, to complete a number of specific bombing missions to win the game. But don’t be fooled by your starting strength! Your losses will not be replaced as the Spitfires and Hurricanes carve holes in your ranks. Your medium bombers are not really suited to mass strategic bombing and will struggle to complete their missions. Your fighter squadrons, although mainly composed of the excellent Messerschmidt 109, will struggle with fuel, not having the range and endurance to protect your bombers properly.
In addition, the Plastic Soldier Company has added its plastic miniature expertise to create some fantastic little 1/300th scale plastic airplane models.
This game comes with an extra set of dice, several extra planes and decals for all your models.
As vast and dark as a sunless void, the Blackstone Fortress is a creation far beyond the ken of any race in the galaxy. In this age of darkness, in a galaxy riven with strife and horror, the desperate and intrepid alike search this Fortress for long-lost technologies that may be used to turn the tide of war.
In Warhammer Quest Blackstone Fortress, you and your friends take on the role of a group of disparate explorers delving into the labyrinthine halls of a vast and ancient space station. Only by working together and balancing your strength and skills can you hope to survive. With each expedition, you will discover powerful archeotech and learn more of the Blackstone Fortress’ closely guarded secrets, including, perhaps, the location of its greatest treasure. The game can be played solo, or with up to 4 friends, with the fifth player controlling the hostiles. At the end of each expedition, the players return to the nearby port city of Precipice to rest, recuperate, and trade their loot for resources that will aid in their next adventure.
Included in the box:
44 push-fit Citadel miniatures are included in Blackstone Fortress, each supplied on pre-coloured plastic sprues:
- 9 Explorers in red plastic: Janus Draik, Rogue Trader; Taddeus the Purifier, Ministorum Priest; Espern Locarno, Imperial Navigator; Pious Vorne, Missionary Zealot; UR-025, Imperial Robot; Dahyak Grekh, Kroot Tracker; Amallyn Shadowguide, Asuryani Ranger and the Ratling Twins, Rein and Raus;
- 35 Hostiles in grey plastic: Obsidius Mallex, Chaos Lord; 2 Chaos Space Marines; 4 Chaos Beastmen; 4 Ur-Ghuls; 4 Negavolt Cultists; 2 Rogue Psykers; 4 Spindle Drones and 14 Traitor Guardsmen.
The box contains 5 booklets full of rules, background and construction guides for the miniatures:
- A 16-page Rules booklet: this walks the player through games of Blackstone Fortress from setup to exploration, with explanations of special rules and a quick reference guide;
- A 16-page Combat booklet: this contains all the rules for resolving combat during games, with easy to follow annotated examples and a quick reference guide;
- A 24-page Precipice booklet: this details the actions that occur between expeditions, with your explorers resting and rejuvenating;
- A 24-page Background booklet: this provides details on the Fortress, the explorers and the hostile forces they face;
- A 16-page booklet of datasheets for using the included miniatures in games of Warhammer 40,000.
The box also contains everything you need to set up and play a game of Blackstone Fortress, including:
- 40 double-sided board tiles to create the internal labyrinths of the Blackstone Fortress;
- 234 gaming cards;
- 9 Stasis Chambers – safe places for characters to rest between explorations;
- A Databank and a Hidden Vault;
- 70 markers;
- 28 dice.
Redeem Voucher "STORECOLLECT" for collections form CH63 6HD
The shifting chambers of the Blackstone Fortress rebuild themselves over and over, and ancient defence systems awaken, making navigating the mysterious structure more hazardous than ever. Doom hangs over Precipice, and if anyone is to warn the galaxy about the rising threat of the fortress, each of the survivors will have to confront their destiny.
Are your explorers ready for their final quest into the Blackstone Fortress? Continuing from the events in Deadly Alliance, The Seethe is now getting more powerful and threatens Precipice itself. This expansion includes two new hostiles in the form of Guardian Drones and a new "rolling road" mechanic that sees you explore the Blackstone Fortress as never before. If you can complete the quest, there is a whole host of bonus secret content to explore. Also included are rules for using Guardian Drones in games of Warhammer 40,000.
This set includes:
– 2 Guardian Drones
– 16-page Edge of the Abyss booklet
– 15 Exploration Cards
– 5 Encounter Cards
– 36 Fragment Cards
– 2 Resource Cards
– 2 Stronghold Artefact Cards
– 2 Hostile Reference Cards
– 11 Board Tiles
– 55 Counters and Markers
– Assembly Guide
– Repository envelope (containing your prize for completing the quest)
– Bonus secret material
You will need a copy of Warhammer Quest: Blackstone Fortress and Warhammer Quest: Blackstone Fortress – Escalation to use the contents of this set.
An Abominable Intellect rises in the Blackstone Fortress, attracting more hostiles from their dark hiding places. Are you ready for the challenge?
These models were originally released in Blackstone Fortress: Escalation. They are perfect for use as hostiles with the Abominable Intellect cards, which increase the difficulty level of your quests in the Blackstone Fortress, or as models in a Warhammer 40,000 Chaos Army. Rules for using these models in Warhammer 40,000 can be found in Blackstone Fortress: Escalation.
- 1 Cultist Firebrand
- 1 Cultist Champion
- 6 Chaos Cultists
This is a multipart plastic kit supplied with 1x 32mm and 7x 25mm Citadel round bases.
A perfect expansion set for fans of Warhammer Quest: Blackstone Fortress, this pack provides you with two new hostiles in the form of a Chaos Ogryn and Traitor Commissar (even the infamously stoic Commissars are not entirely immune to the lures of Chaos!), and an exciting new quest for your explorers to undertake. Can your adventurous team of ne'er-do-wells halt a fell ritual that is taking place deep within the Blackstone Fortress before it is completed?
The pack also features a plethora of new cards, tokens and rules that will add a new dimension to your games of Warhammer Quest: Blackstone Fortress.
The set includes:
- 1 Traitor Commissar
- 1 Chaos Ogryn
- 16-page Traitor Command booklet
- 1 Heart of Corruption sheet (yes, it’s as creepy as it sounds)
- 1 punchboard sheet of card tokens
- 18 discovery cards
- 12 exploration cards
- 2 encounter cards
- 2 hostile reference cards
- 5 soul price cards (again, bad times)
- 1 Heart of Corruption envelope (within which lies your secret reward for completing the quest)
- 1 assembly guide (to aid you in building the miniatures included in the set)
You will need a copy of Warhammer Quest: Blackstone Fortress to use the main contents of this set, though the miniatures assembly guide also includes Warhammer 40,000 datasheets (including power ratings and matched play points values) for the Chaos Ogryn and Traitor Commissar.
As one of highlight releases in 2018, Brass Birmingham is a master class in economic strategy gaming. As a sequel to Martin Wallace’s original game Brass, this release focuses on the industrial expansion across the midlands of the UK over 100 hundred years up until the end of the 19th Century.
The quality of the components in unquestionable and the double-sided board, featuring day and night time alternatives is stunning to look at. Roxley’s Brass Birmingham is a gorgeously historic game that captivates and enthrals gamers looking for an involving dynamic strategy title.
The game is split into two halves, the Canal era and the rail era. This gives the player a chance to evolve their industry and claim victory points at the end of each half. The winner is the player with the most at the end of the second era.
As a sister release to Brass Lancashire, it takes original idea of building Iron, Coal and Cotton industries and also adds Brewing to the mix as beer is needed to move goods across the board. Reacting to the ebb and flow of market demands, players must maintain a close eye on the competition and take advantage of connections where possible. In Brass Birmingham, building new factories increases the network connections between cities to sell their manufactured goods. There are many subtle rule changes between this and the 2007’s Brass, adding new options without impacting on the overall complexity. Possible paths to victory have been tweaked and tactics amended to allow for a completely new experience, even for veteran players.
As a companion to Brass Lancashire it offers a rewarding alternative whilst remaining a familiar journey. Fans of the original are spoilt for choice when it comes to playing these updated modern masterpieces.
Player Count: 2-4
Time: 60-120 Minutes
The board gaming legend known as Brass, was re-printed and re-vamped by Roxley Game Labs in 2018 as Brass: Lancashire. Martin Wallace's hugely revered game was already firmly established a bench mark in Euro-style games. The team at Roxley Games have successfully taken this classic game, fixed a couple of rules issues and given the artwork a well needed makeover.
Brass: Lancashire is an economic strategy game where two to four players take on the roll of competing business owners during the industrial revolution. Over time the history of the age plays out on your table top as players complete to build a network between cotton mills, mines, iron works, ports and shipyards.
At the start of the game your network relies on canals, but at time goes on the age of rail begins and so you must invest in trains. Interestingly, there are two scoring phases in Brass: Lancashire - One at the end of the canal era and the other at the end of the rail era. You essentially have to play through the game twice, the person who is most prepared for the onset of the rail era or who can best adapt to the changing requirements of the times will triumph. The winner is the player with the most victory points at the end of the game. Victory points are gained from your canals, rails and developed industries.
Brass: Lancashire gives you a lot to think about. You will find it pays to plan your turns well in advance and be aware of how the network of canals or rails will allow you to access the all important coal that drives your business empire. If you don't have your own resources you will need to buy it. The more demand there is for coal and iron the more the price will rise.
Although Brass: Lancashire is a relatively heavy game with a lot to consider on your turn, the mechanisms are smooth and well explained in the rulebook. On your turn you will have only a few actions to choose from so the game runs very smoothly for a game of this style. The game has a hand management aspect as you must spend cards to carry out actions and the cards you choose can affect your options later in the game, so choose wisely.
You will soon find than in Brass: Lancashire every action counts. As a result this is one of the most engaging games I have played in a long time. You will be bouncing up and down in your seat waiting for your turn to come around again so you can execute your master plan.
Will you end up as the greatest entrepreneur of the industrial age? See if you've got what it takes, with Brass: Lancashire.
Player Count: 2-4
Time: 60-120 Minutes
Transport yourself to the old, medieval, hilltop town of Carcassonne, in this tile and worker placement game that has become an absolute staple of the board game world.
Carcassonne is a game, suitable for 2-5 players, see players selecting a face-down tile from the centre of the table, and placing it to continue the landscape of the already-placed tiles on the table. This is the one key rule in Carcassonne. Roads must continue roads, castles must continue castles; you cannot cut off a feature. Then comes the key decision, do you place a meeple on one of the available features on that tile, that feature being anything from a road to a monastery, or do you keep hold of your meeples and await another placement opportunity that may yield more points?
This dilemma is had by all who play Carcassonne and it is what makes this game so fiendishly fun. While the artwork and the general theme may be quaint and friendly, it is you, the player, who can turn that image around and become rather quite militant in your tile placing antics!
You may see that a player is about to complete a castle feature and score a respectable eight points. However, you see an opportunity to steal said feature and end up placing tiles away from the feature, joining it up and stealing it from right under their noses, as you will have placed more meeples on that feature than them! This is just one of the many strategies one can employ while playing Carcassonne and something that sets this game apart.
This easy to play, fast-paced, family friendly game encompasses everything good about board gaming and will give you an experience you will cherish for many games to come!
CATAN Junior is for families with children ages 6-9. Simplified building rules, child-oriented trading, and a more innocuous robber equivalent called the “Ghost Captain” provide access to the world of CATAN games.
Skills: Some tactical and strategic thinking, although less than in the original “Catan.” Needless to say, luck plays a role too.
CATAN Junior takes families with children ages 6 and up to a place quite different from CATAN as we know it. There are no "settlers" around here. Instead, the players slip into the role of pirates who build their hideouts - called pirates' lairs - all over the islands and set sail to find new places and build more pirates' lairs there.
Commands & Colours: Napoleonics showcases a unique balance between the roles of Infantry, Cavalry and Artillery on the battlefield during the Napoleonic period .
Core Game Contents
Concordia Board Game is set 2,000 years ago, the Roman Empire ruled the lands around the Mediterranean Sea. With peace at the borders, harmony inside the provinces, uniform law, and a common currency, the economy thrived and gave rise to mighty Roman dynasties as they expanded throughout the numerous cities. Guide one of these dynasties and send colonists to the remote realms of the Empire; develop your trade network; and appease the ancient gods for their favor - all to gain the chance to emerge victorious!
Concordia is a peaceful strategy game of economic development in Roman times for 2 to 5 players age 13 and up. Instead of luck of dice or cards, players must rely on their strategic abilities. Be sure to watch your rivals to determine which goals they are pursuing and where you can outpace them!
Crusade of the Forgotten Expansion Descent: 2nd Edition contains eager adventurers and deadly monster groups in the third Hero and Monster Collection expansion for Descent: Journeys in the Dark Second Edition.
The thirteen heroes and monster figures within feature completely reworked artwork and figure sculpts, bringing them in line with the aesthetic of the second edition. In addition, Crusade of the Forgotten offers two brand-new quests, telling the tale of the heroes’ battle against the resurgent cult of the Forgotten.
Crusade of the Forgotten offers four noble heroes, ready to stand against the Forgotten as a light to the people of Terrinoth: Tahlia, Tetherys, Astarra, and Andira Runehand. These heroes are opposed by some of the overlord’s most evil monsters: golems, medusae, and sorcerers, all serving the cult of the Forgotten!
Crusade of the Forgotten contains:
Crossroads is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside.
Dead of Winter is the first game in this series, designed by Isaac Vega and Jon Gilmour. It puts 2-5 players together in a small, weakened colony of survivors in a world where most of humanity are either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.
Dead of Winter is a meta-cooperative psychological survival game. This means the players are working together toward one common victory condition--but for each individual player to achieve victory, they must also complete their personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or worst of all: vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal but don't get walked all over by a loudmouth who's only looking out for their own interests!
Dead of Winter is an experience that can only be accomplished through the medium of tabletop games. It is a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up. Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions, that often have them deciding between what is best for the colony and what is best for themselves.
Dead Panic Board Game puts your Zombie Apocalypse team to the test in this cooperative board game.
Choose a Character and make your stand together in a remote Cabin, in the center of the board, against waves of the undead that close in from the edges of the board. Ranged weapons let you attack from a distance, but if the Zombies break through the walls, you will have to fight them hand-to-hand. Items scavenged from the Cabin can give you an advantage, but supplies are limited.
If you can survive long enough, Survivors will bring the pieces of the radio needed to call for rescue. Once rescue arrives, it’s up to each Character to leave the Cabin and make it out alive!
02-04-2021Warhammer Quest: Cursed City