Pizza Dungeon Dice: Lucky Dice - Clear Yellow
$10.95our dice collection has taken years to test, organize and accumulate. A personal achievement that delivers satisfaction every time you reach into your arsenal and retrieve the perfect die that delivers another heroic victory. Dice that roll high, or low, lucky dice, special situation, and desperate times dice. As a professional dice collector, you seem to have just what’s needed at the right time.
Savvy gamers and collectors are always on the lookout for something new and cool. And Pizza Dungeon Dice are just that!
What sets Pizza Dungeon Dice apart from the rest of the pack is our attention to functional design. Each set of Pizza Dungeon Dice is packaged in a clear sided shaker that will nest together with more shakers making for easy identification, transportation and organization of your dice collection. Inspired by the cheese shakers on tables in pizza parlors, these shakers are also the perfect jar to use as your dice cup!
For added function each Pizza Dungeon Dice set contains a random High Roller figurine that is perfect for a henchman pawn, or a fast substitute for your new PC. The packaging and color of each included figure is random so you will have plenty of choices for a fast NPC or for marking a key location on your table map!
Ninja Squad
$39.99The Evil Shogun of Aomori has been destroying the community with crippling taxes and physical brutality. Action needs to be taken to stop this by the Ninja Squad.
The first half of Ninja Squad is a cooperative game in which players take on the role of ninjas and try to sneak past the guards and lanterns to get to the Shogun's palace. The reverse side of the game board is used for the second half of the game, which is a player versus player race game through the imperial gardens. The first ninja to reach the blue forest will claim the glory.
Star Wars: Empire vs. Rebellion
$12.99Claim victory in the Galactic Civil War in Star Wars: Empire vs. Rebellion, a fast-paced card game for two players. In every game, you and your opponent match wits and resources over key events. If you can thwart your opponent, you claim the event, bringing you closer to victory. Whether you seek to triumph through military might, or use diplomacy to achieve your ends, the fate of the galaxy rests in your hands. On one side of this galactic battleground are the heroes of the Rebel Alliance. Only rarely can these heroes go toe to toe with the unlimited reserves of the Imperial Navy and Army. Instead, the iconic characters of Star Wars and the unsung heroes of the Rebellion must work in secret, utilizing diplomacy, reconnaissance, and the Force to achieve their aims. Even when the Rebellion deploys its full military strength to win a battle or destroy a key Imperial emplacement, they need the groundwork put in place by Alliance Special Forces. Opposing the heroic endeavors of the Rebel Alliance is the massive power of the Empire, led by the twisted Emperor. The dark side of the Force is strong with the Emperor and Darth Vader, and the military might of the Empire is unparalleled across the galaxy. Whether you undertake aggressive negotiations or hire bounty hunters and scum to ferret out Rebel spies, making the Empire the ultimate power in the galaxy rests in your hands. To successfully win these struggles and reclaim the galaxy in Star Wars: Empire vs. Rebellion, you will need to utilize all of your resources. Every turn, you can increase your faction’s presence at the current event by drawing the top card from your deck and putting it into play. Each resource card you play give you more power and brings you closer to the objective value of the current event. As an example, the resource card shown to the right has a resource value of five, which it contributes to your total resource value while in play. Playing more resource cards may bring you closer to your target, but it also makes your efforts more obvious. If your total resource value ever passes the event’s objective value, your forces are discovered and your opponent claims the event. Instead of playing a new resource card, you can also trigger the power of a resource card currently in play, exercising the might of the Empire or the cunning of the Rebel Alliance. To activate a resource card’s power, you must exhaust it by rotating it 90 degrees clockwise. Once a card is exhausted, you can't use its power unless it becomes ready again. In addition, an exhausted card contributes its exhausted resource value, shown in the lower left-hand corner of the card while the resource is ready.
Once Upon a Time: Knightly Tales
$14.95In Once Upon a Time players tell a story together using cards that show fairytale elements and endings. Now add more valorous deeds to your game with the Knightly Tales expansion. Inspired by legends of gallant knights and their ladies the 38 Story Cards and 17 Ending Cards in this set can be shuffled into your Once Upon a Time storytelling card game deck to add chivalrous themes and more variety to your game. For an even stronger knightly feel try removing some of the core Story or Ending Cards.
Gloom: Unfortunate Expeditions (2nd Edition)
$17.95The Gloom: Unfortunate Expeditions expansion adds one player and 55 cards to the game. Here is a description of the expansion from the publisher: In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family of intrepid explorers who've faced misfortune across the globe. These days Colonel Bumpersnoot is really more of a bargain hunter, while Lady Bumpersnoot struggles with high society -- but she always loves to have guests for dinner. Their Towering Treehouse is included as a Residence card to use with the Unhappy Homes expansion. Unfortunate Expeditions introduces expeditions into the game. Only one expedition can be in play at a time. An expedition's rules affect all players as long as it remains in play. When you play a modifier of untimely death that has an expedition symbol, resolved the immediate effects of the card, then replace the current expedition with the one shown on the card. Some cards also have special effects that occur if an active expedition is already in play when the card is played.
Tide of Iron: Next Wave - Days of the Fox
$59.99In February 1941, the German 5th Light Division is dispatched to reinforce failing Italian military operations in North Africa. Assigned to lead this “Afrika Korps” is one of Germany’s finest field officers: General Erwin Johannes Eugen Rommel. Leading a series of brilliant offensives against British Commonwealth forces in Libya, Rommel earns the nickname “The Desert Fox.” Yet, as he pushes to seize control of vital Middle Eastern oil supplies, his hopes are shattered against the British defenses at El Alamein. Soon, the momentum of entire war turns against the Axis, and Rommel’s forces face the massive onslaught of the British and American armies as they land in North Africa. This expansion adds British Army infantry, plus British Matilda and Crusader tanks and Bren Gun Carriers, the German Panzer III, and British 6-pounder, U.S. 57mm, and German 88mm anti-tank guns in scenarios featuring Erwin Rommel (“The Desert Fox”) in North Africa (1941-1942). It also includes new terrain tiles, new rules, new units (over 90 new plastic figures) and new scenarios!
Arkham Horror: Final Hour
$39.99You arrived too late to stop the loathsome rite, and a monstrous, transdimensional Ancient One tears through reality. An iridescent rift slashes across the darkened skies, heralding the nightmarish creatures that pour into the hallowed buildings of Miskatonic University. As howls and screams cut through the night, there is only one path left for your fearless investigators—hold back the horde long enough to somehow reverse the summoning.
Arkham Horror: Final Hour is a fully cooperative, fast-paced board game for one to four players. An endless tide of monsters sweeps across the Miskatonic University campus, and you must hold them back, all while searching desperately for the ritual components you need to put an end to this insanity. Playable in under 60 minutes, your fate depends on cooperation between you and your fellow investigators. The odds against you are astronomical, but if you don’t succeed, this will indeed be the final hour for Arkham... and the world.
For What Remains: Out of the Basement
$59.99Out of the Basement features the Erthen and Order of the New Dawn factions, set in the Out of the Basement campaign. The Erthen are a biologically developed race formed from a mixture of human, mineral, and organic matter, and the Order of the New Dawn are creatures from the strange subterranean realm known as the Basement.
For What Remains is a dynamic skirmish-level wargame set in a post-apocalyptic near future. It can be played competitively with two players, or solitaire. There are two modes of play: skirmishes and campaigns. Skirmishes are stand-alone games played for single victory, with no lasting repercussions. Campaigns are a series of skirmishes linked together to form a larger narrative.
For What Remains has three core games which can stand alone, or be played together. Each game comes with two factions and features a set of double-sided game tiles that are thematically linked to the game's campaign storyline. In addition, while each campaign provides its own storyline, there is an overarching story that begins in Streets of Ruin, continues in Blood on the Rails, and then ends in Out of the Basement.
Streets of Ruin includes the Freeman Coalition and Combine factions and the Streets of Ruin campaign.
Contents:
1 Rulebook
1 Campaign Guide
2 Faction Guides
2 AI References
2 Ability Reference Sheets
12 Battleground Tiles
10 Character Cards
10 AI Cards
60 Character Counters
62 Action Tokens
5 Scavenge Tokens
2 Ability Tokens
2 Ability Templates
5 Ten-sided Dice
1 Action Bag
For What Remains: Blood on the Rails
$59.99Blood on the Rails features the Echo and Soldiers of Light factions, set in the Blood on the Rails campaign. The Echo is a faction led by a secretive cabal of humans with psychic powers, and the Soldiers of Light are humans who believe the fall of mankind was brought about due to a dependence on technology.
For What Remains is a dynamic skirmish-level wargame set in a post-apocalyptic near future. It can be played competitively with two players, or solitaire. There are two modes of play: skirmishes and campaigns. Skirmishes are stand-alone games played for single victory, with no lasting repercussions. Campaigns are a series of skirmishes linked together to form a larger narrative.
For What Remains has three core games which can stand alone, or be played together. Each game comes with two factions and features a set of double-sided game tiles that are thematically linked to the game's campaign storyline. In addition, while each campaign provides its own storyline, there is an overarching story that begins in Streets of Ruin, continues in Blood on the Rails, and then ends in Out of the Basement.
Streets of Ruin includes the Freeman Coalition and Combine factions and the Streets of Ruin campaign.
Contents:
1 Rulebook
1 Campaign Guide
2 Faction Guides
2 AI References
2 Ability Reference Sheets
12 Battleground Tiles
10 Character Cards
10 AI Cards
60 Character Counters
62 Action Tokens
5 Scavenge Tokens
2 Ability Tokens
2 Ability Templates
5 Ten-sided Dice
1 Action Bag
Codenames: XXL 2.0
$34.99Codenames, the multiple-award-winning social word game is becoming an even bigger hit! Czech Games Edition introduces Codenames XXL. The double-sized version of this winner of the 2016 Spiel des Jahres is ready to be enjoyed by larger groups. It provides easier visibility with all the fun of the original. While the original card size in Codenames was 2.6″ × 1.7″, Codenames XXL contains cards sized 4.7″ × 2.8″.
Codenames: Duet 2.0
$24.99Codenames Duet keeps the basic elements of Codenames — give one-word clues to try to get someone to identify your agents among those on the table — but now you're working together as a team to find all of your agents. (Why you don't already know who your agents are is a question that Congressional investigators will get on your back about later!)
Collectively, you need to reveal all fifteen agents — without revealing an assassin — before time runs out in order to win the game. Either player can decide to give the first one-word clue to the other player, along with a number. Whoever receives the clue places a finger on a card to identify that agent. If correct, they can attempt to identify another one. If they identify a bystander, then their guessing time ends. If they identify an assassin, you both lose! Unlike regular Codenames, they can keep guessing as long as they keep identifying an agent each time; this is useful for going back to previous clues and finding ones they missed earlier. After the first clue is given, players alternate giving clues.
D-Day Dice: Way to Hell Expansion
$40.00D-Day didn’t start when the Allies landed on the beaches, they had to get there first. This expansion for D-Day Dice sees the players travel from the battleships to the beach on their landing craft. This expansion sees the players start with all their resources... how much will they lose on the way to the beach? Additionally this expansion includes: An extra player to join the battle, playing as the SHAEF forces War heroes which change the difficulty level of the game, Battle Missions, and new specialists.
Arkham Horror: The Card Game – The Depths of Yoth
$14.95The Depths of Yoth is the fifth Mythos Pack in The Forgotten Age cycle for Arkham Horror: The Card Game.
Following the events of The City of Archives, your team of investigators find yourselves trapped deep in the of the Earth and the only way out is...down. Your mission to protect humanity continues, but the threats to your life increase with each level of the descent. There is no telling what monsters have grown in these dark caverns and now pursue your team, but you cannot look back, or you are surely lost.
This Mythos Pack features new player cards to customize your investigators' decks and treacherous encounter cards to immerse you in the peril of your investigation.
Arkham Horror (Third Edition): Dead of Night
$25.99Kate Winthrop pulled the collar of her long coat tight against her neck to ward o the creeping chill of a damp autumn night. With a squeal of tires, a long black car raced by, pursued closely by a police wagon. Kate pressed herself up against the iron railing of the bridge over the Miskatonic to keep clear of the chaos.
She’d read in the papers about the recent upsurge in violent crime and felt the increasing tension all around the city. As the nights grew longer, she noticed a deeper darkness lurking in the shadows around Arkham, and the instruments in her research lab at the university were responding to some influence that she couldn’t observe.
Something was coming.
Step into a world of horror with Dead of Night, a new expansion for Arkham Horror Third Edition!
In Dead of Night, investigators explore the facets of Arkham best left unseen in the light of day. Organized crime builds a strong foothold in the city, secret cults labor for a dark master, an alien moon hangs overhead, and unknowable horrors stalk the night. is expansion includes two all-new scenarios, new encounters for every location in Arkham, new monsters and anomalies, and four new investigators to face these fresh horrors, armed with new spells, items and allies.
Arkham Horror (Third Edition)
$89.99The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It's a celebration to end all celebrations in the aftermath of the War to End All Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion. Only a handful of investigators stand against the Arkham Horror. Will they prevail?
Arkham Horror Third Edition is a cooperative board game for one to six players who take on the role of investigators trying to rid the world of ancient beings known as Ancient Ones in the 1920's. Based on the works of H.P Lovecraft, Players will have to gather clues, defeat terrifying monsters, and find tools and allies to stand any hope of defeating the ancient creatures that exist just beyond the veil of our reality.
Unstable Unicorns: Unicorns of Legend Expansion Pack (2018)
$15.00Memoir '44: New Flight Plan
$59.99Air supremacy was a constant challenge during World War II. In the Battle of France the Luftwaffe's powerful Stukas were a key component to the German's blitzkrieg strategy that led them to victory. Over the English Channel the heroism of RAF pilots saved their country from an invasion. In the skies of Kursk Smolensk and Stalingrad many Soviet pilots defended their land against German bombs. And when the Allied forces landed in Europe it was under a constant aerial cover of fighters fighter-bombers and bombers. At that time Allied air supremacy was at its pinnacle. In the Memoir '44: New Flight Plan expansion players can deploy air units such as fighters fighter-bombers and even bombers to support their troops on the battlefield. This is not the first time airplanes will make an appearance in the Memoir '44 system but with its all new set of streamlined rules Memoir '44: New Flight Plan grants many new tactical options and is compatible with all existing scenarios in all theaters of operation. The expansion also comes with 21 new scenarios and 16 finely-crafted legendary planes in impressive sizes such as the B-17 that measures 72mm by 101mm.
Once Upon a Time: The Storytelling Card Game (Third Edition)
$27.95Once Upon A Time is a game in which the players create a story together, using cards that show typical elements from fairy tales. One player is the Storyteller, and creates a story using the ingredients on her cards. She tries to guide the plot towards her own ending. The other players try to use cards to interrupt her and become the new Storyteller. The winner is the first player to play out all her cards and end with her Happy Ever After card.The second, current edition, published in 1995, features an expanded card set.
Monster Lands: Heavy Weapons & 5th Player Expansion
$35.00This expansion introduces new versatile and powerful components into the game, the Heavy Weapons. They have multiple activations and, unlike Traps and Defense tokens, can be brought home from battle if not used. They may allow your Mercenary to hide behind them, if activating their Defense value, or to use their immense fire power to blast Monsters out of the way or to destroy that roadblock that lets you conquer a Land. Coupled with the Heavy Weapons come the Mercenaries of the Forge Affinity, a crafty folk that loves their weapon toys. The Expansion additionally comes with new Monsters, Lands, and Equipments, and components and special rules for extending the core game to 5 players. The Expansion box fits into a predesigned insert space within the core game box, allowing gamers to save shelf space. The marked space in the core game will create additional curiosity towards the Expansion.























