Board Games / Card Games

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Dominion 2nd Edition You are a monarch, like your parents before you, a ruler of a small pleasant kingdom of rivers and evergreens. Unlike your parents, however, you have hopes and dreams! You want a bigger and more pleasant kingdom, with more rivers and a wider variety of trees. You want a Dominion! In all directions lie fiefs, freeholds, and feodums. All are small bits of land, controlled by petty lords and verging on anarchy. You will bring civilization to these people, uniting them under your banner.
But wait! It must be something in the air; several other monarchs have had the exact same idea. You must race to get as much of the unclaimed land as possible, fending them off along the way. To do this you will hire minions, construct buildings, spruce up your castle, and fill the coffers of your treasury. Your parents wouldn’t be proud, but your grandparents, would be delighted.


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Through the Ages: A New Story of Civilization Through the Ages: A New Story of Civilization is the new edition of Through the Ages: A Story of Civilization, with many changes small and large to the game's cards over its three ages and extensive changes to how military works.

Through the Ages is a civilization building game. Each player attempts to build the best civilization through careful resource management, discovering new technologies, electing the right leaders, building wonders and maintaining a strong military. Weakness in any area can be exploited by your opponents. The game takes place throughout the ages beginning in the age of antiquity and ending in the modern age.

One of the primary mechanisms in TTA is card drafting. Technologies, wonders, and leaders come into play and become easier to draft the longer they are in play. In order to use a technology you will need enough science to discover it, enough food to create a population to man it and enough resources (ore) to build the building to use it. While balancing the resources needed to advance your technology you also need to build a military. Military is built in the same way as civilian buildings. Players that have a weak military will be preyed upon by other players. There is no map in the game so you cannot lose territory, but players with higher military will steal resources, science, kill leaders, take population or culture. It is very difficult to win with a large military, but it is very easy to lose because of a weak one.

Victory is achieved by the player whose nation has the most culture at the end of the modern age.
2-4 Players
Ages 14+
180-240 minutes


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Ashes: Rise of the Phoenixborn In Ashes: Rise of the Phoenixborn, a two-player expandable card game, players take on the roles of Phoenixborns, demi-gods and protectors of this world. These characters are the great saviors of their civilizations. Before they came into existence, the humans were plagued by monsters like chimeras that took away their lands and forced them to live in walled-off cities. When the Phoenixborns came, they fought off the chimeras and freed the lands for humans to take over once again.

But the time of peace was short-lived. A prophecy arose that if one Phoenixborn was able to absorb enough Ashes of others, they would ascend into full gods and take mastery over this world. This, as well as humans' greed for land, fueled the War of Ashes. The great cities now fight among each other, each one of them with a Phoenixborn at its helm, and you will decide who will rise and who will fall to ashes.
2-4 Players
Ages 14+
60-90 minutes


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One Night Ultimate Werewolf No moderator, no elimination, ten-minute games.

One Night Ultimate Werewolf is a fast game for 3-10 players in which everyone gets a role: One of the dastardly Werewolves, the tricky Troublemaker, the helpful Seer, or one of a dozen different characters, each with a special ability. In the course of a single morning, your village will decide who is a werewolf...because all it takes is lynching one werewolf to win!

Because One Night Ultimate Werewolf is so fast, fun, and engaging, you'll want to play it again and again, and no two games are ever the same.

This game can be combined with One Night Ultimate Werewolf Daybreak.
3-10 Players
Ages 8+
10 minutes


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Star Realms Star Realms is a fast paced deck-building card game of outer space combat. It combines the fun of a deck-building game with the interactivity of Trading Card Game style combat. As you play, you make use of Trade to acquire new Ships and Bases from the cards being turned face up in the Trade Row from the Trade Deck. You use the Ships and Bases you acquire to either generate more Trade or to generate Combat to attack your opponent and their bases. When you reduce your opponent’s score (called Authority) to zero, you win!
2-6 Players
Ages 12+
20 Minutes

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$10.99
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Legendary Marvel Deckbuilding Game: Civil War Expansion In Legendary, players take on the roles of Marvel heroes, including the Avengers and X-Men, and team up to defeat an evil Mastermind. Legendary: Civil War is the fourth big box expansion since the Dark City release in 2013 and lets you play through the Civil War storyline from Marvel Comics!

With the Civil War expansion, you can now team up with a partner and take sides against the opposition while playing through the Civil War. The game features playable characters from both sides of the Super Hero Registration act. Will you choose to side with Captain America or Iron Man?


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Dominion: Empires The world is big and your kingdom gigantic. It's no longer a kingdom really; it's an empire — which makes you the emperor. This entitles you to a better chair, plus you can name a salad after yourself.

It's not easy being emperor. The day starts early, when you light the sacred flame; then it's hours of committee meetings, trying to establish exactly why the sacred flame keeps going out. Sometimes your armies take over a continent and you just have no idea where to put it. And there's the risk of assassination; you have a food taster, who tastes anything before you eat it, and a dagger tester, who gets stabbed by anything before it stabs you. You've taken to staying at home whenever it's the Ides of anything. Still, overall it's a great job. You wouldn't trade it for the world — especially given how much of the world you already have.

Dominion: Empires, the tenth addition to the game of Dominion, contains 96 metal tokens and 300 cards, with cards you can buy now and pay for later, piles with two different cards, and Landmarks that add new ways to score. VP tokens and Events return from previous sets.
The Dominion core game is required to play this expansion
2-4 Players
Ages 14+
30 minutes


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$28.99
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Dominion: Prosperity Ah, money. Sure, money can't buy happiness, but it can buy envy, anger, and also this kind of blank feeling. You still have problems - troublesome neighbors that must be conquered. But this time, you'll conquer them in style.
This is the 4th addition to the game of Dominion. It adds 25 new Kingdom cards to Dominion, plus 2 new Basic cards that let players keep building up past Gold and Province. The central theme is wealth; there are treasures with abilities, cards that interact with treasures, and powerful expensive cards.
2 - 4 Players
Ages 13+
30 Minutes


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Dominion: Seaside First, you will take over some islands, as a foothold. The natives seem friendly enough, crying their peace cries, and giving you spears and poison darts before you are even close enough to accept them properly. When you finally reach those ports you will conquer them, and from there you will look for more rivers. One day, all the rivers will be yours.
This is the 2nd addition to Dominion. It adds 26 New Kingdom cards to Dominion. Its central theme is your next turn; there are cards that do something this turn and next, cards that set up your next turn, and other ways to step outside of the bounds of a normal turn.
2 - 4 Players
Ages 13+
30 Minutes
This expansion required Dominion or Dominion: Intrigue.

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Dominion: Dark Ages This is the 7th addition to the game of Dominion. It is 500 cards but is not a standalone. It adds 35 new Kingdom cards to Dominion, plus new bad cards you give to other players (Ruins), new cards to replace starting Estates (Shelters), and cards you can only get via specific other cards. The central themes are the trash and upgrading. There are cards that do something when trashed, cards that care about the trash, cards that upgrade themselves, and ways to upgrade other cards.
2 - 4 Players
Ages 13+
30 Minutes

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$27.99
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Ascension: Deckbuilding Game Ascension is a fast-paced deckbuilding game that’s quick to learn, easy to setup, and packed with endless hours of replay value! Our goal with Ascension was to make a game that we would bring out again and again for our own game nights. With an all-star team working on design and development, including Magic: The Gathering Pro Tour Champions Justin Gary, Rob Dougherty, and Brian Kibler, we spent the better part of a year making a game that will appeal to fans of the board games, trading card games, and non-gamers alike.
This is the 3rd edition version of Chronicle of the Godslayer.
2 - 4 Players
Ages 13+
30 Minutes

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$26.99
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Splendor Splendor is a game of chip-collecting and card development. Players are merchants of the Renaissance trying to buy gem mines, means of transportation, shops—all in order to acquire the most prestige points. If you're wealthy enough, you might even receive a visit from a noble at some point, which of course will further increase your prestige. On your turn, you may (1) collect chips (gems), or (2) buy and build a card, or (3) reserve one card. If you collect chips, you take either three different kinds of chips or two chips of the same kind. If you buy a card, you pay its price in chips and add it to your playing area. To reserve a card—in order to make sure you get it, or, why not, your opponents don't get it—you place it in front of you face down for later building; this costs you a round, but you also get gold in the form of a joker chip, which you can use as any gem. All of the cards you buy increase your wealth as they give you a permanent gem bonus for later buys; some of the cards also give you prestige points. In order to win the game, you must reach 15 prestige points before your opponents do.
2-4 Players
Ages 10+
30 Minutes

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$26.99
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DC Comics Deck-Building Game Batman! Superman! Wonder Woman! Aquaman! The Flash! Green Lantern! Cyborg! The Justice League of America is ready for action – are you? Fight the never-ending battle for truth, justice, and peace in the DC Comics Deck-Building Game!

To start the game, each player chooses one of the seven over-sized hero cards, each of which has a special power, and starts with a deck of ten cards. Each turn, a player starts with a hand of five cards and can acquire or conquer the five types of cards in the game: heroes, villains and super-villains, equipment, super powers, and locations. To defeat villains, you'll need to have power – but when a super-villain is defeated, a new one comes into play, attacking all the heroes while doing so. Make sure you've acquired defenses – like superspeed or bulletproof powers, or The Batsuit equipment – to protect yourself from harm.

Craft your hero deck into a well-oiled machine to take on the most vile villains in the DC Universe in your quest for victory (points)!
2-5 Players
Ages 12+
45-60 minutes


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Paperback You are a paperback author trying to finish novels for your editor. Complete Westerns, Science Fiction, Romance or even the rare Best-Seller. Live the dream — and maybe pay the bills. Word-building meets deck-building in the unique game Paperback. Players start with a deck of letter cards and wild cards. Each hand they form words, and purchase more powerful letters based on how well their word scored. Most letters have abilities that activate when they are used in a word, such as drawing more cards or double letter score. Players buy wilds to gain victory points. Variant included for cooperative play.
2-5 Players
Ages 8+
45 minutes


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$24.99
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Marrying Mr. Darcy Marrying Mr. Darcy is a role-playing game where players are one of the female characters from Jane Austen’s novel Pride and Prejudice. Players work to improve themselves and become more desirable as potential wives for the available Suitors. The ladies do this by attending Events and improving their Characters, but advantage can be gained by the use of Cunning. All of their efforts are in hopes of securing the husband that will make them the most satisfied character at the end of the game.

Game play is divided into two stages: the initial Courtship Stage and the concluding Proposal Stage.

The Courtship Stage is when players try to improve their Heroine’s chances of happiness by earning points playing Character Cards, and acquiring or playing Cunning Cards. Character Points help you to attract Suitors, and also count toward your total number of Character points at the end of the game.Cunning Points do not count towards your building your Character. However, the Heroine who has acquired the most Cunning will be the first player to enter the Proposal Stage later in the game, putting her at a significant advantage.

The Proposal Stage begins when Event Cards have been played. In this stage, players will roll to see which Suitor proposes to them, decide if they will marry them, and calculate their final score.
2-6 Players
Ages 13+
60-75 minutes


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San Juan 2nd Edition San Juan is a card game based on Puerto Rico. The deck of 110 cards consists of production buildings (indigo, sugar, tobacco, coffee, and silver) and "violet" buildings that grant special powers or extra victory points. Cards from the hand can be either built or used as money to build something else; cards from the deck are used to represent goods produced by the production buildings, in which case they are left face-down. A seven-card hand limit is enforced once per round. In each round (or governorship), each player in turn selects from one of the available roles, triggering an event that usually affects all players, such as producing goods or constructing buildings. The person who picks the role gets a privilege, such as producing more goods or building more cheaply. Though similar in concept to Puerto Rico, the game has many different mechanisms. In particular, the game includes no colonists and no shipping of goods; goods production and trading are normally limited to one card per phase; and trades cannot be blocked. Victory points are gained exclusively by building, and the game ends as soon as one player has put up twelve buildings. This second edition of San Juan includes all the cards of the original game as well as the additional building cards from the alea Treasure Chest but not the event cards from that expansion. This edition also contains a new building card not previously available : "The Hut", a building that grants a card when nothing is sold in the trader phase.
2 - 4 Players
Ages 10+
45 Minutes

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$22.99
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Sheriff of Nottingham Prince John is coming to Nottingham! Players, in the role of merchants, see this as an opportunity to make quick profits by selling goods in the bustling city during the Prince's visit. However, players must first get their goods through the city gate, which is under the watch of the Sheriff of Nottingham. Should you play it safe with legal goods and make a profit, or risk it all by sneaking in illicit goods? Be mindful, though, as the Sheriff always has his eyes out for liars and tricksters and if he catches one, he very well may confiscate those goods for himself! In Sheriff of Nottingham, players will not only be able to experience Nottingham as a merchant of the city, but each turn one player will step into the shoes of the Sheriff himself. Players declare goods they wish to bring into the city, goods that are secretly stored in their burlap sack. The Sheriff must then determine who gets into the city with their goods, who gets inspected, and who may have their goods confiscated! Do you have what it takes to be seen as an honest merchant? Will you make a deal with the Sheriff to let you in? Or will you persuade the Sheriff to target another player while you quietly slip by the gate? Declare your goods, negotiate deals, and be on the lookout for the Sheriff of Nottingham! Sheriff of Nottingham is the first game in the Dice Tower Essentials Line from Arcane Wonders.
3-5 Players
Ages 13+
60 Minutes

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$22.99
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Illuminati: Deluxe Edition The object of Illuminati is to take control of the world. The phone company is controlled by creatures from outer space. The Congressional Wives have taken over the Pentagon. And the Boy Sprouts are cashing in their secret Swiss Bank Account to smash the IRS!
Two to eight players compete to take control of groups ranging from the FBI and CIA to the Dentists, increasing their wealth and power for further takeovers, until one rules supreme. Every player has different victory conditions! No ploy is too devious, no stratagem too low, as you scheme your way to victory.
2 - 8 Players
Ages 12+
180 Minutes

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Coup In the not too distant future, the government is run for profit by a new royal class of multi-national CEOs. Their greed and absolute control of the economy has reduced all but a privileged few to lives of poverty and desperation. Out of the oppressed masses rose The Resistance, an underground organization focused on overthrowing these powerful rulers. The valiant efforts of The Resistance have created discord, intrigue and weakness in the political courts of the noveau royal, bringing the government to brink of collapse. But for you, a powerful government official, this is your opportunity to manipulate, bribe and bluff your way into absolute power. To be successful, you must destroy the influence of your rivals and drive them into exile. In these turbulent times there is only room for one to survive.
2-6 Players
Ages 10+
15 Minutes

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$10.99
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Smash Up The "shufflebuilding" game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents. Each faction brings a different game mechanism into play – pirates move cards, zombies bring cards back from the discard pile, dinosaurs have huge power – and every combination of factions brings a different play experience. During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed. Sounds easy? How easy is it when an opponent's Alien-Ninja decides to Beam Up your minions to other Bases - flat out Assassinate them? What about when the Pirate-Dinosaur player Full Sails in and releases King Rex to stomp your minions into the ground, or when the Wizard-Zombies use their Mystic Power to create an Outbreak, suddenly flooding minions onto the Base from the discard pile? Or what if you faced a Zombie-Dinosaur player instead and he created an Outbreak of massive beasts all at once? When a Base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, bro – try harder next time. With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different than Ninja-Aliens, for instance. Which will you use to smash up your opponents? And did we mention the dinosaurs have laser beams?
2 - 4 Players
Ages 12+
45 Minutes

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$20.49
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