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Star Trek Catan Star Trek: Catan takes two well-known media properties and merges them into, well, into something that is 95% The Settlers of Catan glossed with Trek tropes and spiced with a Trek-themed version of a mini-expansion previously only available in German. In Star Trek: Catan, players start the game with two small Outposts at the intersection of three planets, with each planet supplying resources based on the result of a dice roll. Players collect and trade these resources – dilithium, tritanium, food, oxygen and water – in order to build Starships that connect regions in the galaxy, establish more Outposts and Starbases (upgraded Outposts) at new intersection points in order to increase resource acquisition, and acquire Development Cards that provide Victory Points (VPs) or special abilities. On a dice roll of 7, a Klingon ship swoops in to prevent resource production on one planet while taxing spacegoers who hold too many resources. Star Trek: Catan differs from the basic Settlers in one aspect: a set of Support Cards formerly available only in German as Catan Scenarios: Helpers of Catan. Each Support Card features a special ability and one of Kirk, Spock, McCoy, Sulu, Scott, Uhura, Chekov, Chapel, Rand, or Sarek. Some special abilities make basic actions better, such as reducing the costs of Starbase upgrades or allowing the player to trade a resource of their choice at 2:1 for a turn, while others break rules, such as protecting the player from discarding on a 7 or producing a resource when the player rolls a number that wouldn't otherwise produce for them. Players get a specific Support Card during setup based on turn order, with later players getting generally more useful abilities to compensate for early player advantage. When a player uses a Support Card ability for the first time, they may trade it in for a Support Card of their choice or keep it for a second use, but they may only trade immediately after use.
3-4 Players
Ages 10+
75 Minutes

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Mysterium In the 1920s, Mr. MacDowell, a gifted astrologist, immediately detected a supernatural being upon entering his new house in Scotland. He gathered eminent mediums of his time for an extraordinary séance, and they have seven hours to contact the ghost and investigate any clues that it can provide to unlock an old mystery.

Unable to talk, the amnesic ghost communicates with the mediums through visions, which are represented in the game by illustrated cards. The mediums must decipher the images to help the ghost remember how he was murdered: Who did the crime? Where did it take place? Which weapon caused the death? The more the mediums cooperate and guess well, the easier it is to catch the right culprit.

In Mysterium, a reworking of the game system present in Tajemnicze Domostwo, one player takes the role of ghost while everyone else represents a medium. To solve the crime, the ghost must first recall (with the aid of the mediums) all of the suspects present on the night of the murder. A number of suspect, location and murder weapon cards are placed on the table, and the ghost randomly assigns one of each of these in secret to a medium.

Each hour (i.e., game turn), the ghost hands one or more vision cards face up to each medium, refilling their hand to seven each time they share vision cards. These vision cards present dreamlike images to the mediums, with each medium first needing to deduce which suspect corresponds to the vision cards received. Once the ghost has handed cards to the final medium, they start a two-minute sandtimer. Once a medium has placed their token on a suspect, they may also place clairvoyancy tokens on the guesses made by other mediums to show whether they agree or disagree with those guesses.

After time runs out, the ghost reveals to each medium whether the guesses were correct or not. Mediums who guessed correctly move on to guess the location of the crime (and then the murder weapon), while those who didn't keep their vision cards and receive new ones next hour corresponding to the same suspect. Once a medium has correctly guessed the suspect, location and weapon, they move their token to the epilogue board and receive one clairvoyancy point for each hour remaining on the clock. They can still use their remaining clairvoyancy tokens to score additional points.

If one or more mediums fail to identify their proper suspect, location and weapon before the end of the seventh hour, then the ghost has failed and dissipates, leaving the mystery unsolved. If, however, they have all succeeded, then the ghost has recovered enough of its memory to identify the culprit.

Mediums then group their suspect, location and weapon cards on the table and place a number by each group. The ghost then selects one group, places the matching culprit number face down on the epilogue board, picks three vision cards — one for the suspect, one for the location, and one for the weapon — then shuffles these cards. Players who have achieved few clairvoyancy points flip over one vision card at random, then secretly vote on which suspect they think is guilty; players with more points then flip over a second vision card and vote; then those with the most points see the final card and vote.

If a majority of the mediums have identified the proper suspect, with ties being broken by the vote of the most clairvoyant medium, then the killer has been identified and the ghost can now rest peacefully. If not, well, perhaps you can try again...
2-7 Players
Ages 10+
45 minutes


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Pandemic Legacy: Season 1- Blue Box The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy.
• An epic twist on the now classic Pandemic mechanisms.
• Ever-changing elements means that every game will be unique to your group.
• Shape the world, the characters, and even the diseases.

It started simply, with a virus tougher than the rest. Nothing the team couldn't handle—but as January turned to February, it changed again. What resulted is a year that will never be forgotten.

Pandemic Legacy starts what will be one of the worst years in human history. Whether it is the worst year is up to the players, who must band together to save the world. Unlike in Pandemic, actions taken in one game of Pandemic Legacy affect all future games. Characters will change. Some may be lost. Heroes will emerge. And, of course, there are the diseases, which start under control, but soon...

Can you save humanity? Can your team make it through the year? Can your team face month after month of surprises, setbacks, and fleeting victories? Will you be ready for the challenges that await in Pandemic Legacy?



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Pandemic Legacy: Season 1- Red Box The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy.
• An epic twist on the now classic Pandemic mechanisms.
• Ever-changing elements means that every game will be unique to your group.
• Shape the world, the characters, and even the diseases.

It started simply, with a virus tougher than the rest. Nothing the team couldn't handle—but as January turned to February, it changed again. What resulted is a year that will never be forgotten.

Pandemic Legacy starts what will be one of the worst years in human history. Whether it is the worst year is up to the players, who must band together to save the world. Unlike in Pandemic, actions taken in one game of Pandemic Legacy affect all future games. Characters will change. Some may be lost. Heroes will emerge. And, of course, there are the diseases, which start under control, but soon...

Can you save humanity? Can your team make it through the year? Can your team face month after month of surprises, setbacks, and fleeting victories? Will you be ready for the challenges that await in Pandemic Legacy?


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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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Specter Ops A secret agent of A.R.K. has infiltrated a top secret Raxxon facility, attempting to complete three mission objectives before they escape — but they are hunted by genetically modified Raxxon Hunters. Players can choose which side they wish to join. Specter Ops is a sci-fi, stealth ops game of hidden movement that's similar to Scotland Yard. Players are trying to locate/capture a mysterious agent, who keeps track of their sneaking via a private map. The other players take control of unique characters who must use their wits, abilities and technology to help them hunt down this infiltrator. Items like flash grenades, scanners, and the like are at the disposal of this covert agent.
2-5 Players
Ages 13
90 minutes


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Pandemic: Reign of Cthulhu Beings of ancient evil, known as Old Ones, are threatening to break out of their cosmic prison and awake into the world. Everything you know and love could be destroyed by chaos and madness. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity.

In Pandemic: Reign of Cthulhu, you'll experience the classic Pandemic game play with an horrific twist that'll have you face twelve Old Ones, each threatening the world with their unique powers. As players take on the roles of investigators attempting to seal a series of portals before monsters of unspeakable horror pour into our world there is, of course, a high risk of the investigators losing their own minds.

Instead of curing diseases like in the original Pandemic, players seal portals and shut down cults in the classic New England fictional towns of Arkham, Dunwich, Innsmouth, and Kingsport. Can you and your fellow investigators manage to find and seal every portal in time? Hurry before you lose yourself to insanity and the evil that lurks beneath your feet...


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Operation F.A.U.S.T. In Operation F.A.U.S.T. (Fine Art Underground: Stolen Treasures), players take on roles of independent art patrons in occupied France during WWII. This was a period when Europe's greatest treasures were at risk of being looted by the Einsatzstab Reichsleiter Rosenberg (ERR), a special unit of the Third Reich tasked with plundering cultural valuables.

Each player will work to acquire the most prestigious collection of art treasures through bluffing and deception. The first player to reach $1,000,000 in black market art value immediately wins the game.

Players execute one of multiple possible actions on each turn with the goal of gaining enough intelligence to recover at risk master works.?

Player’s may use deception to advance their goals, but risk losing their intel if caught in a lie. When a player earns enough intel, they may acquire a piece of art that has a specific, but secret black market value. Art gained may be forged or considered “degenerate” making it more easily confiscated.

To win this highly interactive game, a player must take risks, use cunning misdirection, uncover and remember where valuable art resides, and employ strategies to acquire the most valuable collection more quickly than the competition.
3-8 Players
Ages 13+
30 minutes


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A Study in Emerald 2nd Edition It is 1882, and the Old Ones are already here.

They arrived seven hundred years ago and have been ruling the planet ever since. The majority of people just get on with their lives, accepting their monstrous rulers. However, a growing band of revolutionaries wish to free mankind from their slavery. These freedom fighters call themselves the Restorationists. A secret war has already broken out between the Restorationists and the forces loyal to the Old Ones. The invention of dynamite has changed the balance of power, and a lone assassin now has the capacity to destroy an Old One. In this shadow world of assassins, informers, police agents and anarchists, nobody is quite sure who is who and which side they fight for.

The game A Study in Emerald draws its central plot from the award-winning short story penned by Neil Gaiman, in which the worlds of Sherlock Holmes and H.P. Lovecraft are combined to telling effect. However, to create a world detailed enough for players, much has been added from real history. The nineteenth century was a time of unrest, with many colorful characters fighting both for and against the authorities. A Study in Emerald is the outcome of the merging of these three worlds.

This second edition of A Study in Emerald sports new artwork by Ian O'Toole and Tatiana Kuzilova along with a streamlined set of rules that will hopefully help those folks who found the first version a tad complicated. Inconsistencies have been removed and the number of available actions has been reduced to the minimum, whilst still retaining the mood of paranoia from the first edition.
2-5 Players
Ages 13+
60 minutes


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Above and Below Your last village was ransacked by barbarians. You barely had time to pick up the baby and your favorite fishing pole before they started the burning and pillaging. You wandered over a cruel desert, braved frozen peaks, and even paddled a log across a rough sea, kicking at the sharks whenever they got too close, the baby strapped tightly to your back.

Then you found it! The perfect place to make your new home. But as soon as you had the first hut built, you discovered a vast network of caverns underground, brimming with shiny treasures, rare resources, and untold adventure. How could you limit your new village to the surface? You immediately start organizing expeditions and building houses underground as well as on the surface.

With any luck, you'll build a village even stronger than your last-- strong enough, even, to turn away the barbarians the next time they come knocking.

Above and Below is a mashup of town-building and storytelling where you and up to three friends compete to build the best village above and below ground. In the game, you send your villagers to perform jobs like exploring the cave, harvesting resources, and constructing houses. Each villager has unique skills and abilities, and you must decide how to best use them. You have your own personal village board, and you slide the villagers on this board to various areas to indicate that they've been given jobs to do. Will you send Hanna along on the expedition to the cave? Or should she instead spend her time teaching important skills to one of the young villagers?

A great cavern lies below the surface, ready for you to explore-- this is where the storytelling comes in. When you send a group of villagers to explore the depths, one of your friends reads what happens to you from a book of paragraphs. You'll be given a choice of how to react, and a lot will depend on which villagers you brought on the expedition, and who you're willing to sacrifice to succeed. The book of paragraphs is packed with encounters of amazing adventure, randomly chosen each time you visit the cavern.

At the end of the game, the player with the most well-developed village wins!
2-4 Players
Ages 13+
90-120 minutes


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Baseball Highlights 2045 Basic Edition American baseball was on its last legs as a spectator sport. Football had become the predominant national pastime — that is until the year 2032, the year baseball decided to revolutionize the game and regain the throne! Starting in 2032, baseball games were shortened to six innings. Pitchers were encouraged to have bionic arm implants to improve their pitching. These cyborgs, or 'Borgs as they're affectionately known, were immediately popular and soon ruled the league. In 2041, robotic players were introduced to get more offense back into the game. These robots were similar to designated hitters in that they were used only to bat and did not field. However, recent reports indicate fielding 'Bots are on the way. Now in 2045, human players are still in the game and known as Naturals. They are the best fielders by far but are sorely challenged when it comes to hitting and pitching. Some Naturals have learned to hit by swinging before the pitcher starts his windup, which gives them a chance to hit the ball. Although it's hard for a Natural to get into the league, those who do are popular. Many Naturals have named themselves after the great players of pre-2032 baseball by taking a first and last name borrowed from different star players of the past. The fans love them, and their presence on the team ensures good revenue! The stage is now set! The fans are energized and root fanatically for their new favorites, be they 'Bots, 'Borgs or Naturals! Baseball Highlights: 2045 is like watching TV highlights of early 21st-century baseball games, with the game play being full of theme with no outs or innings and without bogging down in a play-by-play baseball simulation. In this quick and interactive game, two players build their teams as they play, combining both strategy (building your team) and tactics (playing the game) without any of the downtime. During each "mini-game", each player alternates playing six cards to simulate a full game's highlights. The mini-game includes defensive and offensive actions, and your single card play may include elements of defensive and/or offensive plays. Do you try to thwart your opponent's pending hits, put up strong offensive action of your own, or use your better players to do both? Players buy new free agents after each mini-game to improve their roster, and the team who wins the most mini-games in the series is the champ!
2-4 Players
Ages 9+
45 minutes


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$25.99
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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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Betrayal at House on the Hill: Widow's Walk The house on the hill has a wicked reputation. Those who dare to darken its door often leave steeped in madness and despair-if they leave at all.

Now the horror reaches new heights with Widow's Walk-the first-ever expansion for the critically acclaimed board game Betrayal at House on the Hill. The house is expanded with the addition of 20 new rooms, including the roof, a previously unexplored floor. Also in its halls you will find new monsters, items, omens, events, and 50 brand-new haunts, penned by lead developer Mike Selinker's all-star cast of contributors from the world of gaming and entertainment. In Widow's Walk, terror and panic are taken to a whole new level.

Enter if you dare. Exit if you can.

Players must have the Betrayal at House on the Hill board game to use this expansion.


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Blood Rage Core Game "Life is Battle; Battle is Glory; Glory is ALL"

In Blood Rage, each player controls their own Viking clan’s warriors, leader, and ship. Ragnarök has come, and it’s the end of the world! It’s the Vikings’ last chance to go down in a blaze of glory and secure their place in Valhalla at Odin’s side! For a Viking there are many pathways to glory. You can invade and pillage the land for its rewards, crush your opponents in epic battles, fulfill quests, increase your clan's stats, or even die gloriously either in battle or from Ragnarök, the ultimate inescapable doom.

Most player strategies are guided by the cards drafted at the beginning of each of the three game rounds (or Ages). These “Gods’ Gifts” grant you numerous boons for your clan including: increased Viking strength and devious battle strategies, upgrades to your clan, or even the aid of legendary creatures from Norse mythology. They may also include various quests, from dominating specific provinces, to having lots of your Vikings sent to Valhalla. Most of these cards are aligned with one of the Norse gods, hinting at the kind of strategy they support. For example, Thor gives more glory for victory in battle, Heimdall grants you foresight and surprises, Tyr strengthens you in battle, while the trickster Loki actually rewards you for losing battles, or punishes the winner.

Players must choose their strategies carefully during the draft phase, but also be ready to adapt and react to their opponents’ strategies as the action phase unfolds. Battles are decided not only by the strength of the figures involved, but also by cards played in secret. By observing your opponent’s actions and allegiances to specific gods, you may predict what card they are likely to play, and plan accordingly. Winning battles is not always the best course of action, as the right card can get you even more rewards by being crushed. The only losing strategy in Blood Rage is to shy away from battle and a glorious death!
2- 4 Players
Ages 13+
60 - 90 minutes


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Burke's Gambit Speeding through space, Burke's Gambit is a rugged company freighter on an extremely important mission, with its seasoned crew being tasked with finding powerful alien technology. What the crew finds instead is something they never expected: a dangerous parasitic organism has somehow made its way into the ship and inside the body of one of the crew members!

Just as the bio-organism contamination alarm goes off, one of the crew members seizes the chaotic moment and sabotages the freighter's engines. The ship, its crew, and the parasitic organism are all on a collision course with planet Earth, where further contamination of the world's population awaits.

Which of the crew are dedicated company personnel wanting the alien organism to reach Earth? Which are just crew wanting to identify the infected crew member? Most importantly, which member of the crew is infected?! Join the crew of Burke's Gambit on a wild space adventure with hidden affiliations and a hidden infected player.

In Burke's Gambit, players take on specific roles of Captain, Marine, Comms Officer and more as they take turns and roll a die. The possibilities of the die include damaging another player, healing themselves, looking at a crew affiliation card, or even scanning a player's diagnostic card. But if you roll an engine power up, you hasten the ship's arrival to Earth. When Burke's Gambit reaches Earth, a vote must be held to eject someone from the airlock (assuming anyone's left)!


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Catacombs 3rd Edition: Cavern of Soloth The artwork for the Third Edition of the Catacombs: Cavern of Soloth expansion has been completely updated by the talented Kwanchai Moriya. This new edition provides six heroes (up from four in the original) that set out to explore the Cavern of Soloth and defeat the Queen of the Underworld. The Paladin's armour is resistant to attacks and the Ice Princess can freeze monsters in place with her ice shards. They are joined by fan favourite, the Witch Hunter, who can craft abilities from monsters he has defeated enabling him to upgrade over the course of the game. The Sorceress whose magic enables her to open portals, the versatile Centaur Warrior and stout-hearted Dwarf Miner round out the cast of new heroes. The fifteen new items including the Vampire Sword, Cursed Scroll and Iron Crown significantly increases the number of powerful weapons, defensive shields and exotic potions that are available to the heroes to aid them in their quest. The new monsters, including the corrosive Rust Monster, eternal Phoenix and devouring Remorhaz provide the Overseer with new ways to counter the heroes. Dangerous fire obstacle pieces and a new, mysterious stone Antient are included to offer more advanced challenges for experienced players. The Catacombs: Cavern of Soloth expansion takes everything unique and exciting about the original Catacombs and offers many exciting play scenarios.
This expansion requires the Catacombs 3rd edition base game to play. 2-5 Players
Ages 12+
30-90 minutes


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Chaosmos The universe is about to collapse, and your final hope lies in an ancient mysterious artifact, the Ovoid. Whoever controls this "cosmic egg" can shape the birthing of the next universe according to their own agenda. Players are secret agents from a handful of surviving worlds, zipping from planet to planet in special “amnion suits” that allow for interstellar travel, space combat and planetary landings. Each planet has its own envelope of cards. When you arrive on a planet, you decide which cards you want to take and which to leave behind. Knowledge is the most powerful resource in the game, and being able to predict the cards your opponents possess at any given time is a powerful advantage as you build up a handful of weapons, tactical gear, vaults and traps, as well as cards that counter your opponents' cards. The best players will keep their hand fluid, constantly changing tactics while they search from world to world for the Ovoid or find a safe place to stash it. Balance your hand of cards, spend your turn actions wisely, and cleverly use your special alien powers to stay one step ahead of your opponents. When the Chaos Clock reaches zero, only the player who possesses the Ovoid will become master of the new universe.
2-4 Players
Ages 12+
60 minutes


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Cthulhu Fluxx Follow the wild-eyed poet, the obsessed artist, and the expeditions of the professor, as they investigate Eldritch Secrets no mortal was meant to discover. Someone has stolen the Necronomicon from the library at Miskatonic Univeristy, and a farm in the hills is undergoing a horrifying Metamorphosis. Meanwhile, unspeakable abominations stir in Penguin-riddled Tombs beneath the ice. Are you inevitably doomed to a lifetime of Nightmares in the Sanitarium, or are you, in fact, a secret cultist, worshiping the Minions of Darkness? Gaze upon the ever changing face of madness with Cthulhu Fluxx.
2 - 6 Players
Ages 13+
30 Minutes

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Cthulhu Gloom In Cthulhu Gloom, you control a group of Lovecraftian protagonists and guide them down a path of horror and madness to an untimely death, while keeping your opponents happy, healthy, and annoyingly alive. While your characters Gibber With Ghouls and Learn Loathsome Lore to earn negative points, you'll encourage your opponents to be Analyzed by Alienists and to Just Forget About the Fungus to pile on positive points. When one group finally falls prey to the interdimensional doom that awaits us all, the player whose characters have suffered the most wins.
2 - 5 Players
Ages 13+
60 Minutes

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Due to export restrictions, this item may only be shipped to addresses in the United States, APO/FPO addresses, and Puerto Rico.
Dungeon Petz Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poop. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.

Dungeon Petz is a standalone game set in the Dungeon Lords universe. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs (represented by cards) in order to sell them as grown and scary creatures to Dungeon Lords. In the meantime, they also attend various contests in which they show off their pets, scoring additional points.
2-4 Players
Ages 13+
90 minutes


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$42.99
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US Shipping Only
US Shipping Only
Due to export restrictions, this item may only be shipped to addresses in the United States, APO/FPO addresses, and Puerto Rico.

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