In the future, war has left the world in complete destruction and split the people into factions. The factions have decided to stop the endless war and settle their dispute in the arena. A new virtual bloodsport was created. The Adrenaline tournament. Every faction has a champion, every champion has a chance to fight and the chance to win. Will you take the chance of becoming the next champion of the Adrenaline tournament? Play a first-person shooter on your gaming table. Grab some ammo, grab a gun, and start shooting. Build up an arsenal for a killer turn. Combat resolution is quick and diceless. And if you get shot, you get faster!
The Adrenaline: Team Play DLC expansion allows you to add a sixth player to the Adrenaline Deathmatch mayhem. It introduces character-specific weapons and abilities bringing new effects and experiences to the game. Take full advantage of your actions with the unique Adrenaline Rush system and boost your epic shot. Streamlined gameplay allows you to focus on what Adrenaline is really about: quickly grabbing ammo and start shooting. Winning conditions are set at the beginning of each game for a bigger variety of how to play and win! A new team mode introduced in this DLC requires effective communication with your team, to combine your abilities, use the position of your opponents to your advantage, and enjoy creating sophisticated strikes!
Designed in New Zealand!Adventure Trek - Welcome to The Race!You are an adventure racer who has entered the most exciting race of your life. It is a test of skill and endurance that will push the limits of your abilities! You'll find an easy game to learn, but you'll need all of your with and endurance to beat your opponents. You'll encounter fatigue and an unforgiving terrain that will spit out if you're no prepared! Every time you play will hold a different course for you to conquer. Each time you'll need to make wise decisions or you may just get left behind! Your objective is to collect cards and gear to move your player piece and be the first to the finish live by traversing through rugged terrain as fast as you can wile trying to gain the experience you need to get there faster! Contents:- 96 Terrain Cards
- 46 Experience Cards
- 1 Game Board
- 20 Terrain Cards
- 5 Swamp Circular Tokens
- 25 Technical Gear Tokens
- 100 XP Tokens
- 5 Game Player Pieces
- 3 Flags
- 1 Finish Line
- 1 Die
In Alchemists, two to four budding alchemists compete to discover the secrets of their mystical art. Points can be earned in various ways, but most points are earned by publishing theories ? correct theories, that is ? and therein lies the problem. The game is played in six rounds. At the beginning of the round, players choose their play order. Those who choose to play later get more rewards. Players declare all their actions by placing cubes on the various action spaces, then each action space is evaluated in order. Players gain knowledge by mixing ingredients and testing the results using a smartphone app (iOS, Android, and also Windows) that randomizes the rules of alchemy for each new game. And if the alchemists are longing for something even more special, they can always buy magical artifacts to get an extra push. There are 9 of them (different for each game) and they are not only very powerful, but also very expensive. But money means nothing, when there's academic pride at stake! And the possession of these artifacts will definitely earn you some reputation too. Players can also earn money by selling potions of questionable quality to adventurers, but money is just a means to an end. The alchemists don't want riches, after all. They want respect, and respect usually comes from publishing theories. During play, players' reputations will go up and down. After six rounds and a final exhibition, reputation will be converted into points. Points will also be scored for artifacts and grants. Then the secrets of alchemy are revealed and players score points or lose points based on whether their theories were correct. Whoever has the most points at the end of the game wins.
Alchemists: The King's Golem, an expansion to Alchemists, brings you a new logic puzzle with new rewards and consequences. Can you figure out how to animate a golem? And equally important, can you convince the king you are making progress? The expansions are presented in order of complexity. Startup Funding and Busy Days will be just fine for beginners. The Royal Encyclopedia is for players accustomed to the logic puzzle of the base game. The Golem Project is for advanced players who want a new deduction challenge.
The dark god of death and magic has raised his most faithful servant -- the Lich Lord -- back to undeath! Heroes who survived the Tomb of the Lich Lord have been called back, along with daring new allies, to destroy the Lich Lord forever. But his new crypt is more dangerous, his minions more powerful, and the Lich Lord himself more terrible now that he possesses the dark god's sinister gift -- the Scepter of the Shadow Plague. Call of the Lich Lord is a two- to four-player Dungeoneer card game. Your character explores a dungeon that you build with map cards, while fighting monsters, completing quests, and leveling up along the way. Each Dungeoneer set can be played as a stand-alone card game, or combined with other decks for more dungeon-delving fun. Call of the Lich Lord is the first Epic set for Dungeoneer, which lets you advance your favorite heroes from previous sets to higher levels, or play just with the new characters from this set who begin at 4th level! Call of the Lich Lord features 110 Dungeoneer cards, including Epic-level undead-themed monsters and six Epic-level heroes for your Dungeoneer game.
Codenames is an easy party game to solve puzzles. The game is divided into red and blue, each side has a team leader, the team leader's goal is to lead their team to the final victory. At the beginning of the game, there will be 25 cards on the table with different words. Each card has a corresponding position, representing different colors. Only the team leader can see the color of the card. The team leader should prompt according to the words, let his team members find out the cards of their corresponding colors, and find out all the cards of their own colors to win.
The new edition of Codenames refreshes the classic experience players know and love. From a revised word list for improved gameplay, beautiful art, a brand-new insert that keeps your game neatly organized, to a streamlined rulebook that makes the game easier to teach and learn, this updated version is designed to delight longtime fans of the game and welcome new ones. /n/nIn Codenames, two rival spymasters know the secret identities of 25 agents. Their teammates, however, only know these agents by their codenames — single, seemingly random words like “chocolate,” “sunflower,” or even “carrot.” (Yes, there's an agent out there codenamed "carrot.") The goal is simple: each spymaster wants their team to identify all of their agents first, without accidentally revealing the assassin. /n/nTo play, lay out 25 cards, each featuring a single word. The spymasters share a key card that shows which words correspond to agents from each team, innocent bystanders, and the assassin. They then take turns giving one-word clues followed by a number. The clue should relate to multiple cards that their team should guess, and the number tells teammates how many cards are linked to that clue/n/n.Teammates guess one card at a time. If they guess correctly, they can keep going. But if they pick a card belonging to the opposing team or an innocent bystander, their turn ends. And if they choose the assassin? Game over. /n/nPlay continues with each spymaster offering new clues until one team successfully identifies all of their agents — or someone tragically uncovers the assassin. /n/nGet ready for clever clues, bold guesses, and the ultimate race to uncover your team’s secret agents — Codenames makes every game night unforgettable!
Codenames 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!) To set up play, lay out 25 word cards in a 5x5 grid. Place a key card in the holder so that each player sees one side of the card. Each player sees a 5x5 grid on the card, with nine of the squares colored green (representing your agents) and three squares colored black (representing assassins). Three of the nine squares on each side are also green on the other side, one assassin is black on both sides, one is green on the other side and the other is an innocent bystander on the other side. 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.
What are these strange symbols on the map? They are code for locations where spies must contact secret agents! Two rival spymasters know the agent in each location. They deliver coded messages telling their field operatives where to go for clandestine meetings. Operatives must be clever. A decoding mistake could lead to an unpleasant encounter with an enemy agent - or worse, with the assassin! Both teams race to contact all their agents, but only one team can win. Codenames: Pictures differs from the original Codenames in that the agents are no longer represented by a single word, but by an image that contains multiple elements.
We put a cooperative spin on the classic game! Now with a revised word list, beautiful art, a brand-new insert that keeps your game neatly organized, and a streamlined rulebook that makes it easier to teach and learn the game. /n/nIn Codenames Duet, you're no longer competing — you're teaming up with a fellow operative (or operatives in a group game) for an exciting cooperative experience. The mission? Work together to find all your secret agents hidden among a grid of mysterious codenames. The twist? You each see part of the key — and neither of you has the full picture. Codenames: Duet is perfect to enjoy with only two players, but you can also play it with more friends, if you'd like a less competitive experience than in the basic Codenames. /n/nHere’s how the game works: Lay out 25 word cards in a 5×5 grid. Between you is a shared key card — each half of the team sees one side. On your side, nine words mark your agents, three mark deadly assassins, and the rest are innocent bystanders. /n/nYou’ll take turns giving one-word clues paired with a number, pointing the operative(s) across from you to specific words on the grid. Guess right? Keep going. Guess a bystander? Your turn ends. Guess an assassin? Mission failed — game over. But as long as your guesses are correct, you can keep going, even revisiting past clues. /n/nThe game is played over a series of 9 turns, but can be increased to 11 turns for operatives who may need a little more time as they improve their skills.Your goal: Find all 15 agents — without triggering an assassin — before you run out of time! /n/nThe game includes 400 new words that can be combined with those from standard Codenames.
Create-Your-Own Storytelling Cards at a Glance Add unique variety to your Once Upon a Time games. Personalize blank Story and Ending cards. Contains a total of 55 cards and requires Once Upon a Time to play. Tell Your Own Tales: More about Create-Your-Own Storytelling Cards Once Upon a Time is a storytelling game in which players work together to tell fairy tales based on topics in their cards. Add personalized flair to your game with this set of blank cards. Add doodles and story elements to each card and shuffle them into the deck. With these cards, you can integrate in-jokes, favorite characters, and more. Will your princess play soccer, or will your troll settle at the North Pole with Santa Claus? Anything is possible with this expansion!
The intrigues and scandals of the realm's greater nobility are a subject of fixation, and even obsession, for the entire kingdom. Most especially for the minor nobility, whose fortunes can be elevated ? or shattered ? by what happens at court. In Cursed Court, you must consider both public and hidden information, some of the latter shared among different pairs of players, when wagering your limited influence in each season of the year. As the machinations of the nine key nobles are progressively revealed, your fortunes rise and fall. After three years, a winner is crowned.
In Dungeon Lords, you are an evil dungeonlord who is trying to build the best dungeon out there. You hire monsters, build rooms, buy traps and defeat the do-gooders who wish to bring you down. Have you ever ventured with party of heroes to conquer dungeons, gain pride, experiences and of course rich treasure? And has it ever occurred to you how hard it actually is to build and manage such underground complex filled with corridors and creatures? No? Well now you can try. Put yourself in role of the master of underground, summon your servants, dig complex of tunnels and rooms, set traps, hire creatures and try to stop filthy heroes from conquering and plundering your precious creation. We can guarantee you will look on dark corners, lairs and their inhabitant from completely different perspective! Each turn, players use a hand of cards to choose where to place their worker. Actions vary from mining gold, hiring monsters, buying traps etc. Each action has three spots available - with each spot having different effects (e.g. mining gold lets you mine more gold in each spot). When using the cards, two cards will become locked and will not be able to be used next turn. There are 4 turns to place actions for each game "year" and two game years in a whole game. Each turn is identified as a "season". Each season, players will get to see the heroes and events to come in the following season. Thus allowing them to prepare. At the end of each season (after the first), heroes will be allocated to each player according to their level of evil. Heroes range from mighty heroes to sneaky thieves. Each hero has their own power for which the player needs to prepare for. Finally, at the end of each year, the heroes will travel down into the dungeon to fight. Scoring in the game is based upon what you have built, the monsters you have hired and the heroes you have captured.
Dungeon Lords: Festival Season is a big expansion that includes lots of Dungeon Lording goodness. The game is still played over two years, but now each year has five rounds instead of four: winter, spring, summer, autumn and festival season. More time to build your dungeon, but also more time for adventurers to gather a larger party. There are new monsters, rooms, and traps to prepare your dungeon for the battle, but also new nasty spells for the adventurers and sneaky bards who encourage them to perform so-called "heroic" deeds ? not to mention two paladins for each year, now ready to punish up to two evil players. Would you like to push other players toward evil instead of moving yourself toward good when visiting the city? What about making an investment instead of traditional gold digging? Or what about repairing conquered tunnels or rooms instead of digging new ones? Only eight actions are still available to you, but each season one of those actions is replaced by an alternate set of spaces that offer new and intriquing options. And did we mention that it has recently become fashionable for Dungeon Lords to have their own personal pets? Dungeon Lords: Festival Season includes the mini expansion Dungeon Lords: The New Paladins.
Become the leader of an imp family that has just started a new business ? breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them ? but the profit is unbelievable. Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.
Dungeons & Dragons Onslaught is a competitive skirmish game in which each player controls an adventuring party from one of the powerful factions of the Forgotten Realms. Parties delve into dungeons, battle rival adventurers, and confront fearsome monsters on a quest for treasure and glory! The Dungeons & Dragons Onslaught: Fundamentals Kit includes everything from the Harpers vs. Zhentarim Core Set except miniatures and dice. It is not playable on its own. Developed with RPG veterans in mind, the Fundamentals Kit is the perfect entry point for players who have an arsenal of miniatures and dice waiting for their next adventure. This pack offers the best of both worlds. It’s loaded with game components, including dial cards, tokens, scenarios, and a double-sided map. However, it still offers the flexibility to customize your D&D Onslaught teams with your favorite minis, some of which you may have painted yourself! Make sure you are tournament-ready by using miniatures from the official proxy lists here: https://www.dndonslaught.com/resources/ Contents: DOES NOT INCLUDE MINIATURES OR DICE 1 Double-Sided Game Board 16 Dial Cards 26 Standard Cards 44 Mini Cards 71 Tokens 14 Terrain Elements 1 Rule Book 1 Scenario Guide 4 Plastic Standees


