Ranging widely in player count and complexity, (and with more mechanics than an auto-shop) the uniting features of these games are how you approach them. You'll need to keep your wits about you and plan ahead to come out on top.
An epic expansion enlivening a one-of-a-kind game. Arctic Allies adds Arctic Heroes, Minions, Quarrels, and Runes. New and novel effects ramp up the acorn-hunting action.
Players take on the role of the gods of Ancient Egypt. Fighting for the adoration of the populace, building up their followers, dedicating monuments, recruit monsters to their side, & dividing the desert in order to establish their dominance.
Being a witch is all about wielding powerful magical ingredients. But be careful, one witch can only wield so much power before everything blows up in their face.
Second Wave is the first expansion for Excavation Earth, introducing two new races - the Collectors and the Influencers - along with new game-play elements and ways of scoring.
Restore the greatness of the Kitara Empire: enlarge your territories through savannahs and antic ruins! Kitara is a strategy game mixing conquest, movement and battle.
Across the Wildlands the word is spreading - the dead are rising, swords in hand. Drawn to the life-giving power of the crystal shards, a gang of undead nightmares have taken to the battlefield.
Wildlands: The Ancients is a big box expansion for Wildlands, bringing solo and cooperative play to the critically-acclaimed game, alongside support for 5-6 players.
Railways of the World (10th Anniversary Edition) is the new edition of the base game for Eagle Games' popular Railways of the World series, first published as Railroad Tycoon in 2005. It re-implements the original game with several improvements.
Zendo is an inductive logic game in which players compete to figure out a secret rule. One person moderates, providing answers to questions about the secret rule.
Decades ago an apocalypse devastated the realm. Now, at last, new life is evolving amid the chaos and wreckage. This is a time of possibility and heroism.
The magical Bonfire have died out, the ancient cities are abandoned, the world has sunk into twilight. The Guardians of Light, who once watched over the Bonfires, have withdrawn to distant islands. There they wait for those who prove worthy to banish the
Alma Mater has players serving as a headmaster of one of the independent universities in the 15th century. Players seek to strengthen their school's reputation and standing.
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