Vendor: Cephalofair Games
Type: Board Games
Price:
22.95
This set of vinyl stickers replaces all of the normal ones in Frosthaven.
If you don't like the permanence of normal stickers, these vinyl stickers can be removed at any time with no damage to the components.
Vendor: Cephalofair Games
Type: Board Games
Price:
18.95
Number of Players: 1
Playing Time: 30-120 Minutes
Recommended Ages: 14+
Master all 16 of the Frosthaven classes with this all-new set of scenarios and item rewards. Each scenario is dedicated to a specific class and designed around their strengths and weaknesses to provide the ultimate challenge.
Vendor: Level 99 Games
Type: Board Games
Price:
59.95
Vendor: Level 99 Games
Type: Board Games
Price:
41.95
Vendor: GMT Games
Type: Board Games
Price:
94.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
The Samurai Battles Commands & Colors game rules allow players to portray important engagements of Medieval Japanese history. The battles, included in the scenario booklet, focus on the historical deployment of forces and important terrain features in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios, an infantry unit may represent an entire clan of soldiers, while in other scenarios a unit may represent just a few brave warriors.
The Command card system drives movement, creates “fog of war”, and presents players with many interesting challenges and opportunities, while the battle dice resolve combat quickly and efficiently. Honor & Fortune will task players to maintain balance and the Dragon cards add an element of suspense. The battlefield tactics you will need to execute to gain victory conform remarkably well to the strengths and limitations of the various Medieval Japanese unit types, their weapons, battle terrain, and written history.
In this core game, we focus on a number of battles of the Japan’s “Warring States Period” (Sengoku Jidai) 1550-1600.
Vendor: GMT Games
Type: Board Games
Price:
74.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
The Prussian Army is a Coalition expansion for Commands & Colors Napoleonics.
During the Seven Years’ War, small Prussia under Frederick the Great defeated the armies of Austria, Russia, and France to increase the size of its territories two fold and become a major power in Europe. But in spite of Prussia’s reputation as a formidable fighting nation, Prussia withdrew from the First Coalition as an active opponent of the French Revolution and remain on the sidelines until the Fourth Coalition in 1806.
In 1806, the Prussian Infantry were products of a system that had not altered since the Seven Years' War. The cavalry although probably the best mounted in Europe thanks to the East Prussian horse studs, were scattered amongst the army divisions at Jena, and were committed in numerous uncoordinated attacks. In general, the lack of coordination of the arms in combat was one of the major causes of the Prussian defeat at Jena.
In the words of Napoleon…
"At Jena, the Prussian army performed the finest and most spectacular maneuvers, but I soon put a stop to this tomfoolery and taught them that to fight and to execute dazzling maneuvers and wear splendid uniforms were very different matters."
- Napoleon
In 1806 Napoleon crushed the fearsome Prussian military machine. The humiliation of military defeat and being forced to cede much of its territories forced the Prussian king, Frederick William III, into much-needed military reform. The new Prussian army that emerged became one of the finest in Europe., due in part to the organizational genius of Scharnhorst and Gneisenau and in part due to Field-Marshal Prince Blücher, who drove his regiments to fight with relentless vigor. In 1813 Prussia rejoined the war against Napoleonic France and the Prussian army under Blücher, although sometimes playing second fiddle to Austria, Russia and Great Britain, was a major force in bringing an end to Napoleon Bonaparte's rule.
In 1815 Napoleon returned to meet the English and Prussians, which would lead to his Waterloo. Prussia’s reward in 1815 at the Congress of Vienna was the recovery of her lost territories, as well as the whole of the Rhineland and Westphalia and other territories. Prussia therefore emerged from the Napoleonic Wars as the dominant power in Germany.
In this expansion you will find 18 historical scenarios that focus on the Prussian Army battles from 1806 to 1815 against Napoleon, plus all the new units you’ll need to field for these engagements.
Vendor: GMT Games
Type: Board Games
Price:
74.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
The Austrian Army is a Coalition expansion for Commands & Colors Napoleonics.
Prior to the Napoleon wars, the Austrian Empire stretched from Italy to the Netherlands and from Poland to the Balkans. Its Position in the center of Europe, however, made it the perfect target for revolutionary France and in April 1792, France declared war on Austria. The first war lasted for 5 years. Austria renewed the war against France in 1799 and again in 1805, but in both cases was swiftly defeated. In April 1809, judging that Napoleon’s army
was bogged down with the fighting in Spain, Austria invaded Bavaria, but Napoleon recovered quickly and Austria’s defeat at Wagram led to another humiliating peace treaty.
Even though the Austrian army was the third largest in the world, the Austrians lost many more battles than they won. At the time of the Napoleonic Wars, the Austrian army was a large multi-national army, made up of Austrians, Swedes, Hungarians, Englishmen, Scots, Irishmen, Walloons, Poles, Russians, Ukrainians, Germans, Croats, Serbs, and even French royalists.
The infantry regiments were large and somewhat reliable, but the tactical formations and drill were still entrenched in the past. The cavalry, although well mounted, still applied the practice of scattering their formations in small bodies, which greatly reduced their combat effectiveness. In general, the Austrian army did enjoy many successes on a regimental level, but at the brigade, divisional and corps levels its commanders were often
woefully inadequate.
In this expansion you will find 20 historical scenarios that focus on the Austrian Army battles from 1805 to 1809 against Napoleon, plus all the new units you’ll need to field for these engagements.
Vendor: GMT Games
Type: Board Games
Price:
89.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
Commands & Colors: Napoleonics allows you to re-fight epic battles of the Napoleonic era. In this core volume, the focus is on the French and the British, two bitter rivals in the struggle for European preeminence during the time of Napoleon.
As with other games in the Commands & Colors genre, units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.
Vendor: GMT Games
Type: Board Games
Price:
74.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
The Russian Army is a Coalition expansion for Commands & Colors Napoleonics.
Russia, was ruled until 1796 by Catherine the Great. It would then suffer under "Mad" Tsar Paul I, until his assassination in 1801, which brought his son Alexander I to the throne. Alexander, in command of a Russian army that was as vast as the territory from which it was drawn, did his best by various treaties and alliances to counter the increasing power of France under Napoleon without going to war.
The Russian army at the time of Napoleonic wars still had many characteristics of Peter the Great’s regime; senior officers were largely recruited from aristocratic circles, and the Russian soldier was regularly beaten and punished to instill discipline. Furthermore, many lower-level officers were poorly trained. Yet the Russians involved in hostilities with its neighbors - Sweden, Poland, Turkey and Austria - were capable of astonishing feats and total, blind obedience to orders.
In 1805 Britain and Russia signed an alliance against France. In 1806, Prussia joined the Coalition and Prussia and Russia mobilized for a fresh campaign. After Napoleon’s humiliation of Prussia at Jena, the French Emperor turned his attention to subduing his Russian foe and marched into Poland. After a series of sanguinary battles, the French drove Russian forces out of Poland back to Mother Russia and created a new Duchy of Warsaw, but made a solid treaty between the two nations at Tilsit.
In 1812, the Russo-French treaty gradually became strained, as the requirement of joining France's Continental Blockade against Great Britain was a serious disruption of Russian commerce. Bonaparte decided to bring the Russians back into line in June, and invaded Russia hoping to inflict a major defeat on the Russians and force Alexander to sue for peace. The invasion of Russia and the retreat of the French army, as many historians point out, proved to be the turning point in the Napoleonic Wars.
In 1813 Russia opened the campaign against Napoleon joined by Prussia and Austria, and during the three-day battle of Leipzig, Bonaparte's fate was sealed.
In this expansion you will find 18 historical scenarios that focus on the Russian Army battles from 1806 to 1814 against Napoleon, plus all the new units you’ll need to field for these engagements.
Vendor: GMT Games
Type: Board Games
Price:
74.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
At the time of the Napoleonic Wars, Spain was only a shadow of its former power. Spanish troops and leaders, as many Napoleonic historians point out, performed badly on a large number of occasions. Yet there are a number of battles, Bailen, Tamames, Alcaniz and San Marcial where the Spaniards fought valiantly and gained victory. Ironically, the point most historians overlook is the fact that the Spanish armies constituted a threat that the French simply could not ignore. As good as Wellington’s Anglo-Portuguese field army was, that army faced multiple French armies. They could only defeat one French army at a time. The Spanish Armies and the accompanying guerrilla warfare against French troops tied down the remainder, allowing the Anglo-Portuguese army to ultimately emerge victorious.
In this expansion you will find 18 historical scenarios that focus on Peninsular battles fought by the Spanish army from 1808 to 1813, plus all the new units you’ll need to field for these engagements.
Vendor: GMT Games
Type: Board Games
Price:
69.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
Generals, Marshals, Tacticians is the fifth expansion for GMT’s Commands & Colors: Napoleonics game system.
The Commands & Colors Napoleonics game system allows players to effectively portray epic Napoleonic battles, as well
as smaller historical actions. The scale of the game is flexible and varies from battle to battle. In some scenarios, an Infantry unit may represent an entire division, while in others a unit may represent a single regiment or battalion. During play, the Command cards drive movement, while creating a “fog of war”, and the battle dice resolve combat quickly and efficiently.
The stylized battlefield maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. Finally, the Napoleonic tactics you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various Napoleonic National Armies of the day and the battlefield terrain features on which they fought.
Generals, Marshals & Tacticians is the fifth expansion for GMT’s Commands & Colors Napoleonics game system. There are 18
historical scenarios in this expansion. A number of the scenarios focus on the engagements of the French army of 1813 against the Russian, Austrian and Prussian armies around Leipzig.
The expansion also introduces a brand new deck of Tactician cards. The Tactician cards, along with the updated deck of Napoleonic Command cards, are designed to spice up each and every player’s Napoleonic experience by enhancing the role
of Leaders on the battlefield, without adding additional complexity or pages of rules. Overall, the Tactician cards add some exciting new command possibilities to the scenarios included in this expansion. Also included is a comprehensive listing of Commander tactical ratings for all Commands & Colors Napoleonics scenarios released to date. This listing will allow players to refight any previously released Napoleonic scenario using the
new Tactician card deck, the updated set of Command cards and these Generals, Marshals & Tacticians rules.
Welcome to some enhanced fun!
Vendor: Days of Wonder
Type: Board Games
Price:
79.95
Based on simple and intuitive hand management, Heat - Pedal to the Metal puts players in the driver's seat of intense car races. They are jockeying for position to cross the finish line first, while managing their car’s speed if they don’t want to overheat. There's no prize for crossing the finish line in a pristine car, so put your pedal to the metal!
A modern and reckless racing game with a thrilling championship mode included!
Evolutive gameplay! Weather, road conditions, and events will change every race and will spice up your championship.
Championship mode! You can play an entire season in one night (approx. 3 hours)
Adjustable to all settings: The game can accommodate up to 6 players, but with fewer players you can play with Bot players which adds mode competition to the race
Includes a solo mode!
Vendor: Queen Games
Type: Board Games
Price:
194.95
Number of Players: 2-5
Playing Time: 10 Minutes
Recommended Ages: 14+
The second Big Box version of the real time game Escape designed by Kristain Amundsen Otsby.
In Escape you are a team of adventurers looking for treasures of ancient civilizations, but the temple you are exploring has been cursed. You have to work together to break the curse before you are forever locked inside. The game comes with an atmospheric soundtrack that runs 10 minutes, which is the time you have to escape from the temple. Roll as fast as you can to find and activate the magic gems inside the temple and remove the curse.
The Big Box version contains the Escape Basic Game, Expansions 1 (Illusions), 2 (Quest), 3 (Traps) and 10 Mini-Expansions (The Pit, Doomed, The Fountain, Quest Chambers, The Maze, New Characters, The Maya Calendar, Exchange Chamber, Totem Chamber, The Cursed Gems).
Vendor: Queen Games
Type: Board Games
Price:
36.95
Vendor: Grey Fox Games
Type: Board Games
Price:
9.95
Harvest Dice is a fast, fun dice game of dice drafting and veggie doodling.
Each round, players take turns rolling and selecting dice in order to plant veggies in their gardens or feed them to their pig. Keep an eye on the ever-changing market though. You want to make sure you have plenty of desirable vegetables come harvest time!
Vendor: Cool Mini or Not
Type: Board Games
Price:
49.95
Vendor: Wizkids
Type: Board Games
Price:
83.95
Number of Players: 1-4
Playing Time: 60+ Minutes
Recommended Ages: 14+
The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In cooperative scenarios, the players win or lose as a group. Solo rules are also included.
Combining elements of RPGs, deck-building, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.
Vendor: Lautapelit.fi
Type: Board Games
Price:
57.95
Vendor: Queen Games
Type: Board Games
Price:
94.95
Vendor: Stardew Valley
Type: Board Games
Price:
59.95
A cooperative board game of farming and friendship based on the Stardew Valley video game by Eric Barone. Work together with your fellow farmers to save the Valley from the nefarious JojaMart Corporation! To do this, you'll need to farm, fish, friend and find all kinds of different resources to fulfill your Grandpa's Goals and restore the Community Center. Collect all kinds of items, raise animals, and explore the Mine. Gain powerful upgrades and skills and as the seasons pass see if you're able to protect the magic of Stardew Valley!
The goal of the game is to complete Grandpa's Goals and restore the Community Center, which requires you to gather different types of resources represented by tiles. You have a fixed amount of turns to accomplish this. This is driven by the Season Deck of 20 cards, one of which is drawn each turn to trigger certain events. Cooperatively the players decide each turn where they will focus their individual actions and place their pawn in that part of the Valley. Using their actions, they visit specific locations, trying to gather resources to complete their collective goals. Actions include things like: watering crops, trying to catch fish, rolling dice to explore the mines, and many more. When the Season Deck is exhausted, the game ends.
Vendor: Ravensburger
Type: Board Games
Price:
33.95
Number of Players: 2-4
Playing Time: 20-30 Minutes
Recommended Ages: 7+
Play as Pikachu, Bulbasaur, Charmander, or Squirtle as you look for other Pokémon in a moving maze! On your turn, you’ll shift the maze and move along the path, trying to get to the Pokémon on your cards while blocking your opponents. Be the first to find all your Pokémon and make it back to your starting place to win!
Labyrinth has been an international classic for 35 years, and now it features Pokémon!
Contents:
Vendor: Adam's Apple Games LLC
Type: Board Games
Price:
79.95
Number of Players: 1-6
Playing Time: 60-80 Minutes
Recommended Ages: 10+
Our planet has run out of resources, and we are forced to move. We have discovered a series of planets and sent our rovers to test their environment with the hope of colonization. Our rovers have confirmed 1-6 viable colonization options. Planet Unknown is a competitive game for 1-6 players where players build and develop the best planet to win!
Each player has a goal of developing the best planet in Planet Unknown. Each round, each player will place one dual resourced tile on their planet, which is a polyomino shape. Each resource represents the infrastructure needed to support life on the planet. Every tile placement is important to cover your planet efficiently and also to build up your planet's engine. After placing the tile, players do two actions associated with the two infrastructure types on the tile. Be careful because some tile placements will trigger "meteors" that make all planets harder to develop and prevent it from scoring points in its row AND column.
Planet Unknown innovates on the popular polyomino trend by allowing simultaneous yet strategic turn-based play via the Lazy S.U.S.A.N. space station in the center of the table. The game also condenses a 3-hour medium weight game into about 70 minutes for 1-6 players no matter the player count.
Contents:
Vendor: GMT Games
Type: Board Games
Price:
89.95
Number of Players: 2
Playing Time: 60+ Minutes
Recommended Ages: 14+
Commands & Colors: Medieval is based on the Commands & Colors game system and by design is not overly complex. The Medieval game introduces many new game concepts to the Commands & Colors system, which add historical depth and flavor. Some of the new concepts are:
Still, some Commands & Colors game mechanics remain familiar to players of other games in the system, like the deck of Medieval Command cards that drive movement while creating a “fog of war,” and the battle dice that will resolve combat quickly and efficiently. The stylized battlefield scenario maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. The scale of the game is flexible, and varies from battle to battle. For some scenarios, a unit may represent a Chiliarchy of soldiers, while in other scenarios a unit may represent just a few brave warriors. The battlefield tactics, however, that you will need to execute to gain victory conform remarkably well to the strengths and limitations of the various medieval unit types, their weapons, the terrain, and history.
The medieval battles showcased in the scenario book focus on the historical confrontations between the Byzantine Empire and Sassanid Persians (530 to 627 AD) with a slight detour to battle the Moors and their rebel allies (645 - 648 AD). The Byzantine Empire during this period of medieval history was one of constant transition and reorganization. Its army tended to mirror its eastern adversaries by deploying an increasing number of armored cavalry formations (Cataphracts) and more missile troops. Yet, it was how the Byzantines adapted their battlefield tactics in relation to the enemy it faced that is perhaps the chief reason for the longevity of their Empire.
Although the Byzantine army fought on other frontiers, against a multitude of opponents, Visigoths, Vandals, Ostrogoths, Franks, Alemanni, those conflicts are beyond the scope and space of this one package. Additional expansion modules that address those battles will be forthcoming.
Vendor: Wizkids
Type: Board Games
Price:
51.95
Number of Players: 1-5
Playing Time: 60 Minutes
Recommended Ages: 14+
Not a standalone game--requires one of the existing Adventure System Games to play.
New Adventures Await Old Heroes!
Ghosts of Saltmarsh: A D&D Adventure System Cooperative Game is an expansion to any of the previous Adventure System games! It features new adventures, map tiles, monsters, traps and spells. Just select your favorite heroes, and get ready for an all-new campaign!
The King of Keoland, after unsuccessful expansion to the north, has turned his eyes southward, to Saltmarsh, with the intention of turning this village into an important port to increase the stature of his kingdom. But not everyone in the village is happy about the new developments, and old enemies fight for control, unaware of a new enemy about to rear its ugly head.
You come through the town gates and cross Sharkfin Bridge…to the screams of townsfolk and the unmistakable sounds of fighting. You do not know the situation but you are sure you are needed.
Return to the classic gameplay of the D&D Adventure System, with some exciting new changes! You’ll still take on the role of a D&D hero, with thematic skills and abilities, and either on your own, or as a group of up to 5 adventurers. You’ll face multiple scenarios in an overarching campaign, evolving and leveling up your character on the way. You’ll explore treacherous dungeons, avoid deadly traps, and defeat terrifying monsters. You can also play your favorite scenarios on their own as a stand-alone experience!
Ghosts of Saltmarsh includes 8 new highly-detailed Sahuagin miniatures including two powerful new villains to encounter in your adventures! You’ll add these to the miniatures from your Adventure System Games to populate the board, using included tokens to represent any monsters you may not already have.
In addition to the exploring adventures familiar to fans of Adventure System games, where tiles come out one by one, there are adventures that take place in the town of Saltmarsh itself, a set map made up of 6 double-sized tiles, where you’ll fight to keep villagers safe from monsters after their own ends. It’s an exciting and different game mode, where without exploration, the new Adventure deck provides the challenges and surprises that stand between the Heroes and success.
Contents:
FAQ:
What pieces do I need from a full Adventure System Game?
The hero characters, including their minis, tiles, and cards. Healing surges, HP tokens, Wound tokens, a treasure deck, and some other basic tokens.
Does it matter which adventure system game I use?
No, but there may be some slight differences. You’ll use the rules from your adventure system game of choice where not covered by the Ghosts of Saltmarsh rulebook. If your game did not include GP tokens, you will need to track gold some other way. Otherwise, necessary components that do not appear in all games have the tokens and rules included.
Can I use my monster minis?
Yes! In the Ghosts of Saltmarsh campaign, you’ll encounter select monsters from all other Adventure System Games! It includes 8 new monsters miniatures, and tokens to represent monsters from earlier games, any of which can be swapped out for a miniature from your collection!
Vendor: Thunderworks Games
Type: Board Games
Price:
159.95
Your Roll Player characters have been called to adventure! In Monsters & Minions, you went to war against Dragul invaders. In Fiends & Familiars, you befriended wild beasts and dispelled cruel spirits. Now your fully formed, battle-hardened heroes must defend the kingdom of Nalos and uncover a mystery that lies at the heart of the Abandoned Lands.
Navigate your missions with care. It's up to you who to befriend and who to battle. Will you slay the giant troll or attempt to make peace? Will you do the vampire's bidding or defend the mysterious cultists he wants to destroy? Will you remain loyal to king and country — or side with the enemies of Nalos? Whatever choices you make, someone will remember and respond.
Roll Player Adventures is a co-operative storybook board game for 1-4 players set in the world of Roll Player. Players inhabit characters, face challenges, and make decisions that will change the story as they progress through eleven core adventures and a replayable side quest.
Adventures does not require the Roll Player base game or any of its expansions to play. Pick from one of six pre-generated characters, or import a favorite Roll Player character and take them on a heroic journey. If you do import a character you've built in Roll Player, any number of expansions and any number of promo cards/boards that were used may continue to be used in Roll Player Adventures.