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Roll Player Mighty heroes don't just appear out of thin air -- you must create them! Race, class, alignment, skills, traits, and equipment are all elements of the perfect hero, who is ready to take on all opposition in the quest for glory and riches.

In Roll Player, you will compete to create the greatest fantasy adventurer who has ever lived, preparing your character to embark on an epic quest. Roll and draft dice to build up your character's attributes. Purchase weapons and armor to outfit your hero.

Train to gain skills and discover your hero's traits to prepare them for their journey. Earn Reputation Stars by constructing the perfect character. The player with the greatest Reputation wins the game and will surely triumph over whatever nefarious plot lies ahead!


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The Manhattan Project: Energy Empire World War 2 has become a memory, and global power is shifting as modernization changes the world. Nations scramble to upgrade their energy production to keep up with the rapid growth. The price of oil is going up, and nuclear energy is the wave of the future. In Energy Empire, each player takes control of a nation vying for power in the second half of the 20th century. They build up their nation's industry, commerce, and government by acquiring resources, building structures, and tapping new sources of energy. MP: Energy Empire is a stand alone game based on the popular Manhattan Project board game by Minion Games.


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Dead of Winter: A Crossroads Game "Crossroads" is a new series from Plaid Hat Games that tests a group of survivors' ability to work together and stay alive while facing crises and challenges from both outside and inside.

Dead of Winter: A Crossroads Game, the first game in this series, puts 2-5 players in a small, weakened colony of survivors in a world where most of humanity is either dead or diseased, flesh-craving monsters. Each player leads a faction of survivors with dozens of different characters in the game.

Dead of Winter is a meta-cooperative psychological survival game. This means players are working together toward one common victory condition — but for each individual player to achieve victory, he must also complete his personal secret objective. This secret objective could relate to a psychological tick that's fairly harmless to most others in the colony, a dangerous obsession that could put the main objective at risk, a desire for sabotage of the main mission, or (worst of all) vengeance against the colony! Certain games could end with all players winning, some winning and some losing, or all players losing. Work toward the group's goal, but don't get walked all over by a loudmouth who's looking out only for his own interests!

Dead of Winter is an experience that can be accomplished only through the medium of tabletop games. It's a story-centric game about surviving through a harsh winter in an apocalyptic world. The survivors are all dealing with their own psychological imperatives, but must still find a way to work together to fight off outside threats, resolve crises, find food and supplies, and keep the colony's morale up.

Dead of Winter has players making frequent, difficult, heavily- thematic, wildly-varying decisions that often have them deciding between what is best for the colony and what is best for themselves.
2-5 Players
Ages 14+
45-210 minutes


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Russian Railroads In Russian Railroads, players compete in an exciting race to build the largest and most advanced railway network. In order to do so, the players appoint their workers to various important tasks.The development of simple tracks will quickly bring the players to important places, while the modernization of their railway network will improve the efficiency of their machinery. Newer locomotives cover greater distances and factories churn out improved technology. Engineers, when used effectively, can be the extra boost that an empire needs to race past the competition.There are many paths to victory: Who will ride into the future full steam ahead and who will be run off the rails? Whose empire will overcome the challenges ahead and emerge victorious?
2-4 Players
Ages 12+
120 Minutes

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Betrayal at House on the Hill The creak of footsteps on the stairs, the smell of something foul and dead, the feel of something crawling down your back – this and more can be found in the exciting refresh of the Avalon Hill favorite Betrayal at House on the Hill. This fun and suspenseful game is a new experience almost every time you play – you and your friends explore “that creepy old place on the hill” until enough mystic misadventures happen that one of the players turns on all of the others.
3 - 6 Players
Ages 12+
60 Minutes


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Pitchcar The tension mounts. It's just a few moments before the race begins! The drivers are held ready, their concentration is at maximum, their gestures are sure and precise. They are alone in their machines, and will emerge only after three laps at full speed. Finally, the starting signal lights up, and the race is on! From the outset, you have to weave, jostle, accelerate, slow down, and choose the best trajectories. Only the most skillful will manage to avoid running off the track! Then, you're at the final straightaway. At the finish line is the checkered flag, synonymous with victory. Your hands tremble and become moist. There is no room for error -- victory is at hand for the future champion of PitchCar!

PitchCar is at the same time a game of dexterity and a game of racecars. Superbly manufactured, this wooden game -- made up of 16 portions of circuit: 10 curves and 6 straight lines -- lets you to construct ten different circuits over 12 feet long.

Choose one of the 8 cars, build your circuit and flick your finger to propel your racing car. Follow the best trajectories by using the guardrails, but watch out because your opponents are gunning for you.

Entertaining and family oriented, PitchCar will enchant players of all ages.
2-8 Players
Ages 6+
30 minutes


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Axis & Allies Pacific 1940 2nd Edition Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies -- the United States and England -- to withstand the might of expansionist Imperial Japan.

Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.

Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives.
2-4 Players
Ages 12+
360 minutes


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$59.99
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Legendary Marvel Deck Building Game: Dark City This expansion to the Marvel deck-building game Legendary includes new heroes, villain groups, henchmen groups, Masterminds, schemes and mechanics.
1 - 5 Players
Ages 8+
30 Minutes
This expansion requires the original Legendary core game.

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$29.99
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Millennium Blades Millennium Blades is a board game about a fictional collectible card game, which is also called Millennium Blades. You begin the game on pre-release night with just your starter deck. You'll open new packs, form collections, and sell your junk cards on the aftermarket to buy hot new cards. Trade with your friends, build up your deck, and prepare to compete at Millennium Blades Worlds for the title of World Champion!

This is a game about competitive deck building. You get a limited pool of cards, and then you tinker them into the most unfairly over-powered, table-flippingly broken deck that you can imagine. And your deck had better be pretty crazy, because your opponents won't be giving any quarter, and they all have unique collections with access to their own high-tier power cards. In addition to deckbuilding, you'll be speculating on blind pack buys, selling and buying cards on the aftermarket, and fusing your cards to make rarer and better ones to get an advantage over the competition. You might even make a few friends, if you're willing to help them out.


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Terra Mystica Terra Mystica is a strategy game with a simple game principle and very little luck involved: You govern one of 14 factions trying to transform the landscape on the game board in your favor in order to build your structures. On the one hand, proximity to other players limits your options for further expansion, on the other hand though, it provides some benefits during the game. This conflict is the source of Terra Mystica's appeal. The 14 artfully designed factions, each having unique special abilities, as well as the exchangeable bonus cards allow for a large number of possible game plays that constantly keep this game entertaining.

2 - 5 Players
Ages 12 +
100 Minutes

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Cards Against Humanity Core Set "A party game for horrible people."

Play begins with a judge, known as the "Card Czar", choosing a black question or fill-in-the-blank card from the top of the deck and showing it to all players. Each player holds a hand of ten white answer cards at the beginning of each round, and passes a card (sometimes two) to the Card Czar, face-down, representing their answer to the question on the card. The card czar determines which answer card(s) are funniest in the context of the question or fill-in-the-blank card. The player who submitted the chosen card(s) is given the question card to represent an "Awesome Point", and then the player to the left of the new Card Czar becomes the new Czar for the next round. Play continues until the players agree to stop, at which point the player with the most Awesome Points is the winner.

This, so far, sounds like the popular and fairly inoffensive Apples to Apples. While the games are similar, the sense of humor required is very different. The game encourages players to poke fun at practically every awkward or taboo subject including race, religion, gender, poverty, torture, alcoholism, drugs, sex (oh yes), abortion, child abuse, celebrities, and those everyday little annoyances like "Expecting a burp and vomiting on the floor".

In addition, there are a few extra rules. First, some question cards are "Pick 2" or cards, which require each participant to submit two cards in sequence to complete their answer. Second, a gambling component also exists. If a question is played which a player believes they have two possible winning answers for, they may bet an Awesome Point to play a single second answer. If the player who gambled wins, they retain the wagered point, but if they lose, the player who contributed the winning answer takes both points.


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$25.00
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Dominion Big Box 2nd Edition This Big Box edition comes with the new 2016 versions of Dominion and Dominion: Intrigue, as well as additional basic cards for 5 and 6 player games.


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Keyflower Keyflower is a game for two to six players played over four rounds. Each round represents a season: spring, summer, autumn, and finally winter. Each player starts the game with a "home" tile and an initial team of eight workers, each of which is colored red, yellow, or blue. Workers of matching colors are used by the players to bid for tiles to add to their villages. Matching workers may alternatively be used to generate resources, skills and additional workers, not only from the player's own tiles, but also from the tiles in the other players' villages and from the new tiles being auctioned.

In spring, summer and autumn, more workers will arrive on board the Keyflower and her sister boats, with some of these workers possessing skills in the working of the key resources of iron, stone and wood. In each of these seasons, village tiles are set out at random for auction. In the winter no new workers arrive and the players select the village tiles for auction from those they received at the beginning of the game. Each winter village tile offers VPs for certain combinations of resources, skills and workers. The player whose village and workers generate the most VPs wins the game.

Keyflower presents players with many different challenges and each game will be different due to the mix of village tiles that appear in that particular game. Throughout the game, players will need to be alert to the opportunities to best utilize their various resources, transport and upgrade capability, skills and workers.

Keyflower, a joint design between Richard Breese and Sebastian Bleasdale, is the seventh game in the "Key" series from R&D Games set in the medieval "Key" land.
2-6 Players
Ages 12+
90-120 minutes


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Robinson Crusoe: Adventures on the Cursed Island 2nd Edition One of the best cooperative game of all time, award winning Robinson Crusoe comes back in this new edition from Portal Games. Based on the Game of the Year edition released previously in Poland, Germany, Spain and France it brings this amazing game to the whole new level.

In this edition players will find custom wooden pieced for all resources, thick cardboard player boards for each character, additional 7th scenario and a completely rewritten rulebook based on the precise and well written German version.

New edition comes in a square Ticket to Ride size box and with brand new stunning cover art created by industry legend Vincent Dutrait.


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Catan 5th Edition Players are recent immigrants to the newly populated island of Catan. Expand your colony through the building of settlements, roads, and villages by harvesting commodities from the land around you. Trade sheep, lumber, bricks and grain for a settlement, bricks and wood for a road, or try to complete other combinations for more advanced buildings, services and specials.
Trade with other players, or at local seaports to get resources you might lack. The first player to achieve 10 points from a combination of roads, settlements, and special cards wins.
3-4 Players
Ages 10+
90 Minutes

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Cuba Libre In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and-after a disastrous initial encounter with government forces-a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raul, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans' deep opposition to their dictator Fulgencio Batista y Zaldivar. Castro's takeover of the country became a model for Leftist insurgency.

Following up on GMT Games' Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro's Marxist "26 July Movement" must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista's Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive.

Cuba Libre will be easy to learn for Andean Abyss players-both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4-and with a shorter time to completion than Andean Abyss. But Cuba Libre's situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life.
2-4 Players
Ages 12+
180-240 minutes


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Dungeons & Dragons: Castle Ravenloft The master of Ravenloft is having guests for dinner – and you are invited! Evil lurks in the towers and dungeons of Castle Ravenloft, and only heroes of exceptional bravery can survive the horrors within. Designed for 1-5 players, this boardgame features multiple scenarios, challenging quests, and cooperative gameplay.

Each player selects a hero; a ranger, rogue, warrior, cleric, or wizard. On their turn, each player can explore further into the dungeon (turn over new tiles), move through the already explored parts of the dungeon, and fight monsters. When a new dungeon tile is revealed, there is typically an encounter of some sort, and new monsters to fight are added. Slain monsters reward the players with treasure, and experience points, allowing them to level up and increase their skills during play. Players must cooperate to stay alive, slay the monsters, and achieve the goal of their quest. Each scenario has a different goal - from retrieving a relic, to slaying a vampire lord.
1-5 Players
Ages 12+
60 minutes


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Dark Deeds Dark Deeds is a darkly humorous card game of skullduggery and suspicion for 2 to 5 players. In Dark Deeds players take the role of minions in service to a powerful, mysterious, and clearly villainous, patron. The Patron wants deeds of infamy, violence and coercion committed and you are the ones who must avoid the authorities, the do-gooders and, most of all, each other to perform them. Rich rewards beckon, along with horrific punishments for failure. So are you the kind of malevolent minion the patron needs? There’s a ‘street’ deck for the minion’s prospective targets – clerics, artisans, and merchants and their protective guards from the city watch. Then there’s a ‘tavern’ deck with potentially useful loot and plot cards to help the minions get the job done. The implacable hand of evil is revealed by the nemesis cards in the street deck – princes, politicians, and do-gooders the player’s evil patron wants eliminated. The tavern deck includes ‘Dark Deeds’, specific missions to take out particular nemeses (that’s the plural of nemesis in case you’re wondering). Picking up a Dark Deed is a very mixed blessing. A rich reward is earned for completing it, but it can’t be discarded and the patron will exact a heavy price for any incomplete Dark Deeds held at the end of the game. The masterful touch is how the street deck is laid out to create a constantly moving scene of different characters. Each turn the street moves along, the card closest to the end leaves and everyone else shuffles up with empty spaces filled from the deck. Minions enter from one end of the street and have to get past any intervening guards to reach their targets.
2-5 Players
Ages 8+
60 minutes


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The Fog Of War The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces, and the other the Allies.

The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army, navy, and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.

You defend a province by placing cards face down on the map. If you wish to attack a province, you must plan an "operation" to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance, while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation, plus one or more cards to conduct the attack. All of these cards are placed face down, so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn, the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.

In addition to combat forces for attack or defense, you may also spend Intel tokens to look at your opponent’s operations and defenses.


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Tak Tak is a two-player abstract strategy game dreamed up by Pat Rothfuss in 'The Wise Man's Fear' and made reality by James Ernest. A pure abstract game in the same family as Chess, Go, and Mancala, players in Tak attempt to make a road of their pieces connecting two opposite sides of the board.


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