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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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$26.49
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Mystic Vale A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits. It will require courage and also caution, as the curse can overwhelm the careless who wield too much power.

In Mystic Vale, 2 to 4 players take on the role of druidic clans trying to cleanse the curse upon the land. Each turn, you play cards into your field to gain powerful advancements and useful vale cards. Use your power wisely, or decay will end your turn prematurely. Score the most victory points to win the game!

Mystic Vale uses the innovative "Card Crafting System", which lets you not only build your deck, but build the individual cards in your deck, customizing each card's abilities to exactly the strategy you want to follow.


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DC Comics Deck-Building Game: Forever Evil DC Comics Deck-Building Game: Forever Evil is the third standalone game in Cryptozoic's DC Comics deck-building series, each of which is playable on its own or in combination with the other titles. In addition to including new challenges and abilities, Forever Evil lets you play as the villains in the DC universe instead of the heroes.

It's fun to be bad! In the DC Comics Deck-Building Game: Forever Evil, players finally get to play the game as some of the most infamous Super-Villains in the DC Universe! With a name like Forever Evil, you can expect to find new and more dangerous Attacks, rugged Defenses and a number of nefarious ways to mess with your opponents. Card destruction is rampant in the set! Like every good Villain knows, henchmen you leave behind don't count toward the bottom line. If you're tired of ending the game with Starter cards still in your deck, then this is the set for you!

Forever Evil introduces Victory Point tokens to DC Deck-Building Game! Just be on the lookout for lowly thieves who would steal away your hard-earned loot. While this game is a full-fledged stand-alone game, it can also be mixed with all previous releases in the line.
2-5 Players
Ages 8+
45-60 minutes


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Dominion: Intrigue 2nd Edition Dominion: Intrigue (Second Edition), an expansion for Dominion or Dominion (Second Edition), contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.

Dominion: Intrigue (Second Edition) replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card. These new cards are available on their own in the Dominion: Intrigue Update Pack. The rule book has been rewritten, one card has a mild functional change (Masquerade skips players with no cards in hand), and other cards have been rephrased (while remaining functionally the same).Base Cards have been removed from Intrigue, reducing the cost. Players who want to play with 5-6 players can still get the Base Cards set for the extra cards needed.


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$25.99
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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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$23.99
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They Who Were 8 Gods and Goddesses are mercurial beings... given to jealousy and treachery, but they also can possess compassion and valor. Who among the pantheon can win enough glory among their believers so their story of mythic victory can be passed down through the generations?

Inspired by a cycle of poems written in 1999 (the poems themselves being fragments of a larger ancient saga), They Who Were 8 is a quick playing card game from writer, game designer, and illustrator Todd Sanders, and from the publisher who brought you the great 2 player game ... and then, we held hands. in 2015, LudiCreations.

Each player serves 2 Gods, with neighboring players each sharing one each of your served Gods. Players seek to praise them for their Glory as well as try to avoid stories of their infamy. Actions are taken representing a bard's retelling of the ancient story of They Who Were 8. Players may also call upon the powers of their Gods to control the narrative and establish their version of the saga as the one told throughout the rest of eternity.


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Spyfall Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what's going on around you. It's really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — a casino, a traveling circus, a pirate ship, or even a space station — except that one player receives a card that says "Spy" instead of the location. Players then start asking each other questions — "Why are you dressed so strangely?" or "When was the last time we got a payday?" or anything else you can come up with — trying to guess who among them is the spy. The spy doesn't know where he is, so he has to listen carefully. When it's his time to answer, he'd better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!
3-8 Players
Ages 12+
15 minutes


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$17.49
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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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$16.49
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But Wait, There's More! Have you ever wanted a glass, that stops messy accidents before they happen, or pants, that provide relief at the touch of a button? In But Wait, There's More!, players pitch wacky products to each other for fun and profit. At the start of the game, each player receives three "Feature" cards. Each round starts with one Product card being revealed from the deck, e.g., guitar. Each player in turn has thirty seconds to play one of their Feature cards – say, "Helps you fall asleep and stay asleep" – and pitch their own version of a guitar. At some point during these thirty seconds, this player must say, "But wait, there's more!", then reveal the top Feature card from the deck – say, "great for parties" – and incorporate that Feature into their product. Once all players have pitched their unique version of a guitar, everyone votes simultaneously for which pitches they liked the best. The top vote getter after three rounds wins the game! With six or more people, play in teams, with the first player on a team starting the pitch with one of his Feature cards and the second player finishing the pitch with a Feature card of her own, but neither player knows what the other Feature is until they are revealed!
3-10 Players
Ages 8+
30 Minutes

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$15.99
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The Resistance 3rd Edition The Empire must fall. Our mission must succeed. By destroying their key bases, we will shatter Imperial strength and liberate our people. Yet spies have infiltrated our ranks, ready for sabotage. We must unmask them. In five nights we reshape destiny or die trying. We are the Resistance!
The Resistance is a party game of social deduction. It is designed for five to ten players, lasts about 30 minutes, and has no player elimination. The Resistance is inspired by Mafia/Werewolf, yet it is unique in its core mechanics which increase the resources for informed decisions, intensify player interaction, and eliminate player elimination.
5 - 10 Players
Ages 13+
30 Minutes

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$12.99
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Tichu Tichu is a partnership climbing card game, and the object of play is to rid yourself of your hand, preferably while scoring points in the process.

The deck is a standard 52-card pack with four special cards added: dog, phoenix, dragon and Mah Jong (1). When it's your turn, you may either beat the current top card combination — single card, pair of cards, sequence of pairs, full house, etc. — or pass. If play passes all the way back to the player who laid the top cards, he wins the trick, clears the cards, and can lead the next one. The card led determines the only combination of cards that can be played on that trick, so if a single card is led, then only single cards are played; if a straight of seven cards is led, then only straights of seven cards can be played, etc.

The last player out in a round gives all the cards he won to the player who exited first, and the last player's unplayed cards are handed to the opposite team. Fives, tens and Kings are worth 5, 10 and 10 points, with each hand worth one hundred points without bonuses — but the bonuses are what drive the game. At the start of a round, each player can call "Tichu" prior to her playing any card. This indicates that she thinks that she can empty her hand first this round; if she does so, her team scores 100 points, and if not, it loses 100 points. Cards are dealt at the start of a round in a group of eight and a group of six; a player can call "Grand Tichu" after looking at only her first eight cards for a ±200 point bonus. If both players on a team exit a round prior to either player on the opposite team, then no points are scored for cards and the winning team earns 200 points (with Tichu/Grand Tichu bonuses and penalties being applied as normal).

The first team to 1,000 points wins.
3-10 Players
Ages 10+
60 minutes


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$11.99
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...and then, we held hands. ...and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.

The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other's situation when making a move.

A player can use their own cards or their partner's, but if their move causes their partner to be unable to move, the players lose and the game ends. While moving from node to node, their balance shifts, and they are not able to refill their hand.

The game features a card-splaying mechanism in which players change their "perspective" to reveal a new set of options.

The players win by meeting in the center while in a balanced state and within one turn of each other - something quite difficult, and therefore very rewarding when achieved.

...and then we held hands. features art by beloved French illustrator Marie Cardouat, known for the art found in beautiful games such as Dixit, Steam Park, and Marrakech.
2 Players
Ages 12+
30-45 minutes


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$17.49
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3 Wishes In 3 Wishes, you and your friends have stumbled across a Genie, who is both powerful and mischievous; he will make someone's wildest dreams come true - but only for the right person! It will take quick wits, guile, and cunning to ensure you gain the genie's favor!

A superpower? A spaceship? World Peace? Maybe a pet dragon? Any of those could be yours...Or could they?

3 Wishes is a fast paced hidden information game for 3-5 players that will be sure to make your wildest dreams come true!


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$7.49
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51st State Master Set The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State.

51st State is a card game in which players control one of four powers trying to build a new country. Players put new locations into play, hire leaders, and send people to work in buildings to gain resources and new skills. To do this, every card in 51st State can be used in three different ways:

Raze a location to gain many resources once.
Deal with this location to gain one resource every turn.
Build the location so that you can use its skill each turn.
51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use.
1-4 Players
Ages 14+
60-90 minutes


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$32.99
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Among the Stars After a devastating war, peace is declared among all the major races of the galaxy and an Alliance is created. One of the first decisions of the newly formed Alliance, is to build massive space stations all along the galaxy in order to promote trade among the races, strengthen diplomatic relations and help protect the newly established peace.

Each player takes the role of one of those races, trying to build the best space station. The game is played over 4 rounds, each comprising 6 turns. At the end of the game the player who has built the most efficient Station and has scored the most points, is the winner.
2 - 4 Players
Ages 12+
30 Minutes

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$32.99
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Ascension X: War of Shadows Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

The theme for Ascension X: War of Shadows, the tenth set in this game series, is the on-going conflict between Light and Dark forces for control of New Vigil. This conflict plays a direct role in the game as the balance between the two forces can give players additional powers during Night and Day. A new category of Heroes and Constructs are also introduced, and these powerful dual-cost cards require players to spend both types of game resources to purchase them.


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$27.99
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Ascension: Darkness Unleashed Ascension: Darkness Unleashed is both a standalone game for two players and an expansion that can be combined with Ascension: Rise of Vigil or other Ascension games. Ascension: Darkness Unleashed features new Energize cards, including Heroes and Constructs that transform into even more powerful forms, as well as Dark Energy Shards, a new take on the Treasure cards introduced in Ascension: Rise of Vigil.
1-2 Players
Ages 10+
30 Minutes


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$19.99
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Ascension: Dawn of Champions Where there were once six realms, now only a single remains: New Vigil. In Ascension: Dawn of Champions, you take on the role of your faction's Champion to guide them to victory in this world of new alliances and ancient foes.

New Champion cards let you play as a faction leader, building your reputation to unlock powerful cards and effects. This set also includes new multi-faction cards to acquire and defeat, including Constructs and Monsters!

As with all other Ascension sets, Ascension: Dawn of Champions can be played as a standalone game or combined with other Ascension games.
1-4 Players
Ages 13+
30 minutes


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$26.99
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Ascension: Deckbuilding Game - Third Edition 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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Ascension: Dreamscape Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

Ascension: Dreamscape is the ninth standalone game in the Ascension series, although the game can be combined with other titles for play with up to six players. This set introduces the Insight resource that allows players to acquire exclusive Dream cards. Player can also use the Dreamscape to access powerful new Vision cards as well as Heroes and Constructs.
1-4 Players
Ages 13+
30-60 minutes


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$26.99
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