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Fantasy Board Games
Talisman
It has been nearly 25 years since the appearance of
the first ever edition of Talisman and the popular game has been through
many changes in that time. Here we take a look at the development of
Talisman from it's development up until it's current incarnation.
Talisman creator Bob Harris first came up with the idea for the famous
Magical Quest boardgame after being introduced to Dungeons and Dragons
as a student. Combining his passion for adventuring in a high fantasy
imaginary realm with a design for a game in which teachers at a school
moved towards the centre of the board in the hope of becoming the
headmaster, Bob stumbled upon the basic concepts for the game that would
eventually become Talisman.
Bob wanted the characters in the game to be unique and have some degree
of personality, so that they were more like characters in a roleplaying
game than pieces in a boardgame. With this in mind he gave each of them
two or three special abilities, a moral compass of Good, Neutral or Evil
and a pair of characteristics: Strength to represent their physical
prowess and combat skills, and Craft to represent their mental, magical
and spiritual resources.
As the characters grew more powerful they would be able to make their
way towards the centre of the board. On their quest the players would
meet powerful and dangerous monsters, discover friends and magical
objects, and meet strange beings. Finally, when they have gained
sufficient power, they can cross the final and most dangerous region.
However, before they can do this they first need to find one of the
magical Talismans that will allow them to pass through the deadly Portal
of Power unharmed! At this point Bob was calling the game “Necromancer”,
and a Necromancer's Isle lay at the centre of the board where a player
would gain the ability to kill off his rivals.
TALISMAN IS RELEASED!
After playtesting the game extensively with friends, Bob contacted Ian
Livingston and Steve Jackson of Games Workshop and sent them a prototype
of the game. They wanted to make some minor alterations, including
changing the name to Talisman. The first edition of Talisman was
released at Games Day 1983. Most of the cards in this first edition were
in black and white, though the board by Gary Chalk was fully coloured
and set an early high benchmark for the game’s production values.
Nobody at Games Workshop was quite ready for Talisman’s runaway
popularity. Print run after print run sold out. Soon plans were afoot to
produce a glossier, full colour second edition, which was released in
1985 and sold even better than the first. There just seemed to be no end
to the demand for the game!
$49.99 |
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Pecking Order
A fast-playing game which features subtle depth. Set
against a backdrop of lush jungles and ancient stone ruins, mystical
birds battle for advantage... for their place in the Pecking Order.
Designed by Richard Garfield, this game is destined to be a classic!
$25.95
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GG011551

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Conquest of Pangea
A strategic struggle in the world of pre-history, for
2-4 players. Your goal is to guide your species to dominance before the
continents completely break apart. The areas you dominate teach your
species powers which add to the scope of your efforts. The terrain
distribution is random in each game, as is the order in which the
continents break apart, making each game a fresh experience.
$40.00
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GG011618

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Terra Nova
A clever game of movement and boundary building, for
2-4 players. Your goal is to fence off more of the New World than your
opponents. Each turn is composed of three actions: a movement action
plus two more actions (either more moves or wall-building, or one of
each). Fascinating challenges arise each time you play.
$35.95
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GG011653

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Seismic
The industrious yet short-sighted Seismic Asphalt
& Paving Company -- located in the sleepy town of San Andreas,
California -- has put you in charge of one of its many road crews. Your
job is to build a network of roadways around San Andreas proper. But San
Andreas is rather prone to earthquakes, which have a tendency to destroy
the beautiful stretches of pavement you've been laying. After all the
asphalt is put down, which road crew will end up connecting the most
highway in between quakes?
2 to 4 players - 30 to 60 minutes - ages 10 and up
multi-language rulebook, 80 highway tiles, 80 road
crew markers
$29.95
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GG011630

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Recess!
A board game of pain and loss in a rough parochial
school ...
Growing up is never easy ... especially in a rough parochial school
where scores are settled on the playground. Between bullies stealing
your lunch money, fights breaking out left and right, and schoolmates
tattling to the ever-present nuns, a kid just can't catch a break ... or
a kiss, as the case may be. Because you're a lover as well as a fighter,
and all you really want is to steal a kiss from your sweetheart across
the blacktop before the school bell rings and recess is over. The fact
that you've bet the last of your lunch money on being the first do it
makes it all the more risky. Of course, might makes right here on the
playground. If you can't win your money back from the other kids, you
can always beat it out of them.
Recess is a strategy board game for three to five players. Players each
start with two boy figures and two girl figures on opposite sides of the
grid-marked modular board, which is dotted with playground-themed
obstacles. Children move like a rook in chess, while nuns move like a
queen. A child that lands on a space occupied by another child starts a
fight and takes a coin from him. Other children can break up a fight by
landing on that same space, or tattle by landing on a nun's space. If a
nun moves onto the fight space, the attacker is sent back to the
entrance for detention. Finishing thirty of the minute-long turns marks
the end of the game, or it ends immediately when one player's boy and
girl figures meet on the same space while out of sight of the nuns. The
resulting kiss earns two coins from each player, but to win you still
have to end up with the most coins.
3 to 5 players - 10 to 30 minutes - ages 8 and up.
Format: multi-language rulebook (English, French,
German, Spanish), circular clock board with pointer, sand timer, four
modular game boards (6" x 6" each), two L-shaped entrances
(2" x 2" each), two safety squares (2" x 2" each),
72 game pieces (20 boy and girl figures, 2 nun pawns, and 50 coin
tokens).
$24.95
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GG011554

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Grand Tribunal
A board game of magical invention ...
Imagine a world where myth is real -- where wizards wield magic beyond
the ken of other mortals. Imagine yourself as one of these mages,
dwelling in a mystical bastion with your allies and servants, unlocking
secret powers and creating wonders. Every thirty-three years the Grand
Tribunal is held, attracting other wizards from far and wide to show off
their magical creations for the inspection and approval of the archmages.
These powerful judges vote on the best, and invite the winner to join
their ranks as a new archmage -- a true master of the art of magic!
Grand Tribunal is a board game for three to five players, inspired by
the Ars Magica roleplaying game. In Grand Tribunal, players use Vis
tokens to activate cards representing magic item types, spell
categories, and resources, which they then assemble into powerful magic
items. Each round, players place their votes for the item types and
spell categories they're most likely to be able to play. Three times
during the game -- at the periodic Tribunals -- players are presented
with 1st-, 2nd-, and 3rd-place awards for creating magic items with item
types and spell categories that match those with the most votes. The
player at the end of the game with the most points based on those awards
wins!
3 to 5 players - 60 to 90 minutes - ages 12 and up.
Format: game board (8"
x 20"), rules sheet, 6-sided die, 110 cards, 99 game pieces (24
Voting tokens, 60 Vis tokens, 1 Praeco token, 2 Tracker tokens, 4
1st-Place tokens, 4 2nd-Place tokens, 4 3rd-Place tokens).
$24.95
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GG011547

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Dragon Lairds
Deep in the heart of an island continent, many years
ago, was a long forgotten land of ancient Saureans… Dragons of all
sizes and shapes, who had, through the generations tamed the foolish
races of men, dwarves, and elves that lived among them. Over the
centuries, they refined their techniques and now were trying to gain
control over all the surrounding dragon countries. There could be only
one Dragon Monarch, but who would it be?
At the start of the game, each player is given a
dragon clan and chooses to play either the king or queen of that clan.
The object is for your clan to score the most points in Royals by the
end of the game and thus become the ruling Dragon Monarch.
$39.99 |
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Courtyard
It is the height of the castle building era in Europe
- and it is a matter of national pride that the royal couple's courtyard
be the most ornate and splendid in the land.
Courtyard melds high-quality wooden components,
traditional medieval themes, and simple border drawing mechanics to
create a strategy game with a timeless feel.
Contains...
- 80 laser engraved wooden tiles
- 4 Player Tile Trays
- Courtyard Rules
- For: 2-4 players
- To learn: 5 minutes
- To play: 15-30 minutes
$25.00 |
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Shazam
Designed by Francois Bruel and Philippe des Pallieres
A wizard is usually an angry and lonesome bad guy, both eager for
power and drunk with it. When two wizards meet over a bridge (one of
the old stone bridges over lava rivers which are commonplace in the
wizard kingdom), you can bet none of them will let the other pass
first, and it usually ends in a magic duel, full of fire and fury.
So, YOU are one of the most powerful wizards in the wizard
kingdom – but out there, just across that bridge over the lava
river, is a wizard that insists on thinking HE is the mightiest
wizard in the realm! The only thing left to do is have a duel. Your
goal is to push the rival wizard back under your fire walls, balls
and bolts so that he falls down into the lava lake. With careful
management of your mana and your spellbook, it will be a piece of
cake. Be careful, though – the bridge is collapsing under the fury
of the magical duel.
- Contents: 30 cards, 16 broken flagstone tiles, 2 wizard
figures, 1 firewall figure, 2 mana dials, 2 pawns, 1 board.
- No. of players: 2
- Ages: 10+
- Playing time: 30 minutes
$24.99 |
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Tiki Mountain
OH NO! HE IS ANGRY!
The Volcano God is very angry and if he doesn't get a
sacrifice soon, he's going to destroy the island! You and your fellow
islanders must race to the top of Tiki Mountain. If you reach the top
first and prove yourself worthy, you may be able to make the sacrifice
that saves your island!
There are many paths up Tiki Mountain. Will you choose
the longer, safer paths, or the faster, more dangerous ones? Maybe you'll
get lucky and find a Hidden Trail or a Rope Bridge that will speed you on
your way.
Along the way you'll find interesting items! Grass
Sandals and Sturdy Boots can help you climb faster or cross over dangerous
terrain. A Big Strong Vine can help withstand the mountain-shaking fury of
the Volcano God's earthquakes. If you're really lucky, maybe you'll find
the Mighty Tiki Mask or the Conch of the Shark God, magical items imbued
with Mighty Power!
Don't forget to look for Tiki Totems. You'll need them
when you face the Volcano God! But you can also unleash their power to
perform feats of Tiki Magic! Use your Tiki Mojo to steal items from other
islanders, create obstacles (like Mudslides and Lava Flows), and more!
Some Tiki Magic can even overcome the wrath of the Volcano God himself!
Climb, Tiki, climb! The fate of the island is in your
hands!
You Get:
Game Board
95 card Tiki deck
28 card Angry Volcano God deck
6 Player Templates
Tiki Totem Spinner
Six Tiki Villager Pieces
18 Tiki Totem Markers
64 Obstacle Markers
Rules for Tiki Mountain
Number of Players: 2-6
Playing Time: 30-90 Minutes
Ages: 10 and Up
$34.95 |
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The Red Dragon Inn
You and your adventuring companions have spent all day
slogging through the Dungeon, killing monsters and taking their stuff. Now
you're back in town, healed up, cleaned up, and ready to party at the Red
Dragon Inn.
The last conscious adventurer with Gold wins the game!
Take on the role of one of these heroic fantasy
adventurers - Dierdre, Fiona, Gerki, or Zot - and enjoy an evening at the
Red Dragon Inn!
You Get:
4 unique 40 card player decks
One 30 card Drink deck
4 Player Templates
4 Fortitude markers
4 Alcohol Content markers
50 Gold Coin tokens
Rules for playing The Red Dragon Inn
Number of Players: 2-4
Playing Time: 30-60 Minutes
Ages: 13 and Up
$34.95 |
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Marvel Heroes: The Board Game
The heroes of the Marvel universe come to life in MARVEL
HEROES: the Board Game! Thwarting robberies, solving mysteries, and
rescuing citizens from danger are all in a day's work for members of the
Avengers, the Fantastic Four, the X-Men, and the Marvel Knights ... unless
there's a super villain involved!
In MARVEL HEROES, 2-4 players each take on the role of a
popular super-team straight from the pages of Marvel comics, including
such well-known heroes as Spider-Man, Wolverine, Captain America, and the
Fantastic Four. Simultaneously, they take the role of an evil Mastermind,
whether it's the Kingpin of Crime, Dr. Doom, the Red Skull, or the mutant
terrorist Magneto. They will fight crime and progress their story as super
heroes, and work to complete their villainous plans as Masterminds, all
competing to be the most successful at both tasks.
The action unfolds in New York City, on an impressively
detailed and accurate map depicting Manhattan Island as well as
Brooklyn and Queens. Players will respond to dangerous
and crimnal events, represented by Headlines, that crop up across the
city, sending members of their super hero team to rescue citizens, fight
crime, and battle super villains. Meanwhile, the dastardly Masterminds
work to their own purposes - and especially to defeat their Nemesis
super-team!
$59.95
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Order of the Stick Adventure Game: Dungeon of Dorukan
Why just read about foolish and incompetent adventurers
when you can be one yourself? Dive head first into the world of the
inexplicably popular fantasy gaming webcomic. Take on the role of one of
the six daring adventurers as you explore each room of the mysterious
Dungeon of Dorukan in this hilarious satire of the fantasy genre. But
beware, for the evil undead sorceror Xykon awaits you at the bottom of the
dungeon, and he has nothing better to do than focus on wiping the floor
with your sorry butt.
$39.94
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Stonehenge
Titanic Games presents the world's first Anthology Board
Game. We gathered together five talented game designers and gave each of
them the same board and pieces. Five unique designers resulted in five
unique games: an Arthurian showdown by Richard Borg, a monumental fire
sale by James Ernest, a druidic election by Bruno Faidutti, a magical
convocation by Richard Garfield, and an alien chariot race by Mike
Selinker.
Stonehenge contains:
- One rulebook with five games
- One game board
- One deck of 65 cards
- Five plastic trilithons
- 50 plastic disks
- 50 plastic bars
- Six plastic pawns
In addition to the five games you get in the Stonehenge
box, there are lots more games you can play with Stonehenge. You can play
Paul Peterson's "Stonehenge Rocks!," a Spinal Tap-esque rock
concert game, which is available from Knucklebones Magazine for a limited
time. Look for more free games in other magazines soon! And don't miss the
Stonehenge Library, a place where everyone can share the games they've
written for Stonehenge. If you'd like to write a Stonehenge game and let
everyone else try it, post it there.
And it doesn't stop there. In the fall, we'll be
releasing the first print expansion to Stonehenge, called Stonehenge:
Nocturne. Four more great game designers (Klaus-Jürgen Wrede, Andrew
Looney, Bruno Cathala and Serge Laget) add three new games to the
Stonehenge line. These games use the pieces for a 6th and a 7th player,
included in the expansion. With every new game, Stonehenge just keeps on
expanding. Come join all these great designers and be part of this
ambitious project!
$49.95
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GG012231

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Stonehenge: Nocturne
The first expansion to the revolutionary Stonehenge: An
Anthology Board Game is Stonehenge: Nocturne. This expansion continues the
tradition of bringing the best board game designers in the world together
to work on different games using the same pieces.
Stonehenge: Nocturne features three wildly different
games by four world-class designers. This expansion's designers are Klaus-Jürgen
Wrede (designer of Carcassonne), Andrew Looney (designer of Fluxx), and
the team of Bruno Cathala and Serge Laget (designers of Shadows over
Camelot). The games uniquely showcase the personalities of their
designers, giving players a wide variety of play experiences.
Nocturne also expands Stonehenge by introducing pieces
for sixth and seventh players. Previously published games can also be
played with these extra pieces.
Stonehenge: Nocturne contains 20 disks, 20 bars, and two
pawns in two new colors, and one rule book with three brand-new games:
- A celestial confrontation by Klaus-Jurgen Wrede
- A wild festival by Andrew Looney
- A stargate opening by Bruno Cathala and Serge Laget
- ...plus a bonus solitaire game by Mike Selinker!
$19.99 |
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Risk Godstorm
Who Will Be the New World Leader?
Who will rule the Ancient Earth -- and beyond?
Enter a time of myths and legends. Enter the world
of Risk Godstorm, where ancient faiths and fears rule. Battle across
the Earth and in the dark regions below. Harness spiritual forces to
strike with devastating power. Command five ancient cultures -- Greek,
Celtic, Babylonian, Norse, and Egyptian -- in a continent-spanning
battle that will determine whose civilization reigns supreme. Rest
assured, the gods will not sit idle in this war.
Risk Godstorm also includes everything needed to
play the classic game of Risk.
Risk Godstorm contains
- Ancient Earth Game Board (20" x 30")
- Underworld Game Board
- 5 Ancient Armies
- 5 Sets of Gods
- 5 Pantheon Cards
- 66 Miracle Cards
- 44 Territory Cards
- 12 Temples
- 60 Faith Tokens
- Reference Card
- Epoch Marker
- 5 Turn Order Markers
- Sunken Atlantis Marker
- Maelstrom Marker
- 10 dice
- 1 Rulebook
$45.00
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GG000493

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Cave Troll 2nd Edition
Inside the lair of the cave trolls lie riches
and dangers beyond one's wildest imagination. In the Cave Troll
board game, players command brave heroes in an attempt to reap the
most treasure from the dungeon. In order to defeat your enemies,
you will wield powerful artifacts and summon vile monsters to
prevent your opponents from achieving victory!
Lead brave adventurers, avaricious dwarves, and
valiant knights into the dark. Assault your foes with deadly orcs
and terrifying wraiths. Above all, fear the wrath of the deadly
cave troll!
Cave Troll is a board game of treasure, danger,
and excitement for 2-4 players.
$29.95
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GG011994

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Tom Jolly's Camelot
A "Legendary" Board Game From The Creator Of
Wiz-War!
From the creator of Wiz-War comes the newest game in the
Wingnut line of Tom Jolly board games.
The famous sword Excalibur is stuck in that darn rock
again and every family in all the villages have named their son
"Arthur" to try and get it out! Using Tom Jolly's new Lightning
game system, players use their own Arthurian legend characters in this
pseudo realtime strategy board game to grab the sword first so their
village can be named Camelot.
With art by The Fraim Brothers (of Knights of the Dinner
Table Illustrated fame) once again, and Thomas Denmark of Dungeoneer fame!
$19.95
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Dynasties
In Dynasties two rival players seek to control
China through marshalling their forces and conquering the five
main provinces of ancient China. But it isn't as easy as it
sounds. There are a limited number of armies available and both
players have the exact same options to choose from, making the
game a question of skill in choosing when and where to use those
options and to deploy armies. Deploy them too soon and in the end,
a great lead will be lost; deploy them too late, and the enemy
will have unavoidable victory!
Game also includes German rules.
2 Players, 30-60 Minutes, Ages 10+
$21.99
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Darkness Falls on Sevinpold
Darkness Falls on Sevinpold is a revolutionary
new board game that’s fun for the entire family. Created by an
experienced marketing and product development executive from
Procter & Gamble who wanted to develop a family game that was
fun and educational, Sevinpold is not your run-of-the-mill kind of
game. With two patents pending for its unique movement and
innovative “team play” concepts, Sevinpold has revolutionized
the way board games are played.
Sevinpold isn’t just a game with castles, treasures, good guys
and bad. It’s a world where every castle is filled with secrets,
perils, powers and magical creatures; where the heroes, known as
the Valiant, must play as a team against the menacing Darkness in
order to win; where victory cannot be declared until the very last
roll of the dice when the Scepter is re-united with the Living
Throne. With excitement at every turn, Sevinpold is a game that
never plays the same twice, challenges kids every step of the way
and maintains their interest so they want to play again and again!
Sevinpold is challenging—that’s why people are attracted to
it! They love the fact that there are many cool rules to learn and
32 treasures of power with different advantages to memorize and
incorporate into their every move. Kids, by their very nature, are
curious and drawn to challenging games whether it is baseball, Yu-Gi-Oh,
chess or, now, Sevinpold ! In fact, they thrive on it. Of the
consumers who play-tested the game across the USA, a compelling
majority said they would buy it! Why? Because…
- the game holds their interest from start to
finish;
- they don’t tire of the game after a few
plays because it is challenging;
- the game is a combination of chance and
skill;
- they don’t know who wins until the very
last roll; and
- the game has excitement at every turn.
Sevinpold delivers a classic theme—the battle
of good vs. evil—packaged in a world of fantasy that invites
creativity and imagination. Kids will have fun without knowing
that Sevinpold is actually good for them--developing critical
thinking skills, teamwork, collaboration, patience, strategic
thinking and, for younger kids (under age 9), even practicing
their basic math facts--all of this while being fully engaged in a
game bursting with suspense and thrills!
Darkness Falls on Sevinpold provides the kind of unique and
exciting family fun that appeals to kids of all ages. Enclosed
with every game, is a QuikStart DVD containing the animated story
of Sevinpold and a QuikStart guide to help players get started.
$29.99
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Parthenon: Rise of the Aegean!
Welcome to Parthenon:
Rise of the Aegean!
You are about to enter an exciting, competitive world filled with
aggressive trading, perilous voyages, and the construction of
grand monuments. Parthenon is
a game of commerce for 3 - 6 players set in the islands of the
Aegean Sea. The time is 600 B.C., and mainland Greece stands on
the threshold of glory. The Aegean Islands now attempt to share in
that glory and to thrive in an increasingly profitable (and
dangerous!) world.
Each player represents a different island in the
Aegean Sea. At the start of the game, each player receives an
Island Card that details the types of villages he begins with, as
well as the villages and workshops his island is capable of
producing. At the pinnacle of each island stands the Acropolis,
the central high place where advanced structures such as
fortresses, shrines, and academies are built. The Acropolis is
also the site of two Great Wonders which mark the ultimate
achievement for any island capable of building them.
The game takes place over the course of three
years, each consisting of four separate turns, or seasons. Each
season is broken up into ten phases, each of which is played
simultaneously by all the players. Once the last season of the
third year is complete, the game ends. The player who has built
the most structures on his or her island wins the game!
$49.99
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Caravans of Ahldarahd
A boardgame for 2-5 Players, Ages 10 to Adult, 1-2 hours
to play
As the leader of a powerful merchant clan, you must
carefully plan the trade routes that will bring wealth to your family.
Build fleets and caravans to control commerce in key cities and vie for
rights of passage to your rivals' islands.
Strategy meets Dealmaking
Caravans of Ahldarahd is a boardgame set in a fantastic
realm of desert kingdoms. Each player has a unique gameboard with a mix of
advantages and disadvantages. As you plan your strategy, you must choose
whether to secure monopolies in your own region or throw caution to the
wind and deploy your traders to distant ports. Your deals with fellow
players will ultimately determine your success or failure.
The resources you need to build your trading empire can
only be acquired by the highest bid, so you must balance fast expansion
with longterm planning. If you strike too soon, your control may be easy
to challenge. But if you wait too long, the game could end before you're
able to fulfill your plans.
Ever Changing Politics
In addition to resource and route management, players
can bid for the favor of the mighty Shah, the zealous Eyes of Shamesh, and
the mysterious Pirate Queen to secure special advantages. Meanwhile, each
person's map can be invaded by any opponent controlling its Right of
Passage card. The position of your allies changes from turn to turn, so
those who ignore the political play can find themselves at a disadvantage.
$34.95
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Children of Fire
Step into a world of celestial mythology and
human intrigue. Choose from one of five supernatural factions
attempting to fulfill a prophecy in 1903 London. Manipulate the
city's most powerful individuals and thwart your opponents’
plans at every turn.
Diverse Game Play
Each faction contains seven unique character
cards with varying strengths and abilities. You can choose the
faction that best fits your style of play. These cards are used to
win locations, garnering you influence.
Use this influence to sway the masses or help to
determine the successors of the Prime Minister, Mogul, Crime Lord,
and Archbishop. Additionally, try to win the underground to affect
the order of play. Plan carefully and execute at the right time,
and you will control the world's destiny.
$34.95
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GG011021

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Elementalis
For as long as anyone can remember, the
Elementalists and the Purists worked their elemental magic. These
elemental mages understood the wonderful balance of the world and
how important it was to maintain it. Then the Harmonists came with
their unorthodox methods of elemental magic. The natural balance
shifted, and the three elemental sects were thrown into a war to
obliterate each other and bring balance back to the world. Take
control of the elements as a member of one of the competing
elemental sects. Reap Mana from the Flux and cast elemental spells
to further your progress or hinder your foes. Elementalis is a dice
game for 2-4 players involving spell casting, pushing your luck, and
strategy.
$19.99
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GG011982

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Runebound: A Fantasy Board Game of Heroes, Quests and
Monsters
The marketplaces are quiet; the streets deserted. The
rumors in the taverns and the whispers in the inns all suggest the same
– the evil necromancer Vorakesh is raising undead legions to help him
bring back Margath, the High Lord of All Dragonkind. If the realm has ever
needed heroes, this is the time!
In Runebound, up to six players can adventure in
a fantasy realm full of danger and peril. Travel down raging rivers,
explore dark and mysterious forests, and fight all manner of heinous
beasts intent on stopping you from your goal – destroying the great
dragon Margath before he destroys the land!
Runebound Second Edition, the
new standard in adventure board games, is all you liked about the original
best-selling game and more. A complete revision of the original, Runebound
Second Edition has an updated game board, revised rules, new and more
challenging monsters, and twelve plastic figures to represent the stalwart
heroes of the realm. This epic game of high fantasy is now better than
ever!
Runebound is a fantasy
adventure board game for 2-6 players.
$49.95
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Runebound: Island of Dread
Explore the uncharted islands of the world of Runebound
and piece together the lost map to the fabled Island of Dread! By sea or
land adventure awaits all brave heroes, whether they swing swords or cast
spells.
FFG is pleased to announce Island of Dread, the first
full-size expansion for the Runebound fantasy adventure board game. Island
of Dread features a gorgeous new board overlay that creates a completely
new game environment. The expansion set also features 110 new cards,
including new characters, encounters, challenges, events and equipment.
The expansion also presents new rules for ships that
characters can hire to transport them among the scattered islands of the
dangerous seas in their quest to find the Island of Dread and win the
game. Not all ships are created equal, however, and you get what you pay
for: The Vulgar Princess and her crew might come cheap, but they might
also seize all your loot and dump you overboard.
Island of Dread is an expansion for Runebound, the
fantasy adventure board game. You need to own the Runebound basic game to
play.
$34.95
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Runebound: Midnight
In the tradition of Runebound: Island of Dread, Fantasy
Flight Games is proud to present Runebound: Midnight. This Runebound
expansion melds the fun and exciting Runebound rules with the
award-winning fan-favorite Midnight setting. The hero players must join
forces to try to stop the rise to power of one of the Night Kings of the
dark god Izrador. Best of all, the Night King is not merely a game
mechanic ... it is another player! The Night King player can affect the
outcomes of battles, send Challenges across the board to hunt down the
heroes, and manipulate environmental effects. The heroes must infiltrate
the Night King's strongholds and destroy his black mirrors, the source of
Izrador's power. Meanwhile, each time a hero must escape or is knocked
out, there is a chance that the threat level will rise. When the threat
level reaches 10, the Night King unleashes all of his forces on Eredane,
wiping out the heroes and any who stand in his way! This expansion adds an
unprecedented level of player interaction to the Runebound play
experience.
Runebound: Midnight includes a new board overlay, four
Night King tiles, and 132 new cards, including 8 new heroes complete with
incredible plastic models!
Runebound: Midnight is an expansion for Runebound, the
fantasy adventure board game. You need to own the Runebound Second Edition
basic game to play.
$41.50
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Runebound: Sands of Al-Kalim
"As to the existence of Al-Kalim, the fabled
land of song and story, no credible source exists. It is no doubt as
fictional as the mirages of the desert." - Autorious of Greyhaven
"It's real. I been there. I spend every minute
of every day tryin' ta get back." - Hob, Caravaner
In the tradition of Runebound: Island of Dread and
Runebound: Midnight, Fantasy Flight Games is proud to present Runebound:
Sands of Al-Kalim. In the tales told in Terrinoth, there is a legendary
land, a place long lost. Many have attempted to find it once more, but
like a mirage in the desert, it has forever eluded them, remaining
tantalizingly on the horizon. It is a harsh place of blowing sands and
dangerous creatures, of beautiful cities and alien magics. It is the land
of Al-Kalim!
In this expansion to the Runebound fantasy adventure
board game, the players have found the key to this hidden place. Their
goal is to forge their own entry in the Ninety-Nine Tales of Al-Kalim.
Sands of Al-Kalim differs from most Runebound adventures in that it does
not include Encounter and Event cards that describe a set story. Rather,
the players tell the story! They will face legendary challenges and gain
legendary rewards, including mighty mounts, forgotten runes, and magical
artifacts. He who completes his tale first is immortalized in song and
legend, and wins the game.
$39.95
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Runebound: Relics of Legend
During the Dragon Wars, the free cities of Terrinoth
created powerful Items as tokens for their champions. They gave these
Artifacts, Weapons, Armor, and even Allies (in the form of magical animal
statues that come to life) to the Heroes of the land. Now the Relics of
Legend are scattered, but great power will come to those who gather them.
The Relics of Legend expansion pack adds new Market
cards - both items and allies - to the Runebound basic game. There are no
new rules to learn, simply shuffle the cards into the market deck and
begin playing.
This expansion includes 30 new market cards.
$7.95
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Runebound: Artifacts and Allies
Terrinoth is a land of great magic. Whether bound into
the commonly-used Runes, imbued into great artifacts of mystical might, or
even inherent in the fantastic creatures that inhabit the land, this magic
is everywhere.
The Artifacts and Allies expansion pack adds new
items and a new type of ally - the Familiar - to the Runebound
basic game. Familiars have useful abilities and can be acquired in
addition to the usual two allies each character is allowed.
This expansion includes 30 new market cards.
$7.95
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Runebound: Terrors of the Tomb
Since the Dragon Wars, Terrinoth has been a dangerous
place. Once-mighty empires have fallen, and now the landscape is dotted
with their relics and remains - dark and forsaken crypts, looming burial
mounds, and ingeniously-trapped tombs. Great riches may be found there, to
be sure, but also great peril ...
The Terrors of the Tomb expansion pack introduces an
assortment of dangerous new challenges and encounters that can be added
seamlessly to the Runebound basic game. There are no new rules to learn;
the players can simply shuffle these new cards into their adventure decks
and begin playing with them immediately.
This expansion includes 30 new adventure cards.
$7.95
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Runebound: The Dark Forest
With the elves in decline, the forests of Terrinoth
grow more dangerous with every passing year. The trees grow closer, the
creatures deadlier, and the air darker ...
The Dark Forest expansion pack introduces an assortment
of dangerous new challenges and encounters that can be added seamlessly to
the Runebound basic game. There are no new rules to learn; the players can
simply shuffle these new cards into their adventure decks and begin
playing with them immediately.
This expansion includes 30 new adventure cards.
$7.95
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Runebound: Crown of the Elder Kings
Thousands of years ago, in a time shrouded by the
mists of history, the Elder Kings came to the continent of Terrinoth. They
conquered the land and established a line of kings that ruled the entire
continent. In time, these kings became lazy, decadent ... and cruel.
Eventually, the Elder Kings were overthrown, the cities became free, and
then came the Dragon War and the Elder Kings were lost to the mists of
history. Until now.
Crown of the Elder Kings is an expansion pack for
Runebound. It replaces elements of the adventure deck and creates a
completely new story with new challenges, new events, new rules, and new
victory conditions.
The Crown of the Elder Kings challenge cards completely
replace the blue adventure deck from Rise of the Dragon Lords, the
adventure included in the Runebound basic game. Additional cards from
Crown of the Elder Kings also augment the green and yellow adventure
decks. As Vorakesh attempts to bring about the return of the Dragon Lords,
the heroes have their own goal: complete the ritual that will allow them
to assume the mantle of the Elder Kings and subjugate all of Terrinoth
beneath their rule.
This expansion includes 30 new adventure cards.
$7.95
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Runebound: The Scepter of Kyros
As if the return of the Dragon Lords wasn't bad
enough, Terrinoth is under assault by another enemy, if anything more
devastating and more implacable. With the return of the Dragon Lords comes
the return of one of their most ancient foes: the Giant Lords.
The Scepter of Kyros is an expansion pack for Runebound.
It replaces elements of the adventure deck and creates a completely new
story with new challenges, new events, new rules, and new victory
conditions.
In the Scepter of Kyros, your enemy is not Margath and
the Dragon Lords, but rather the terrible and warlike Giant Lords of old.
The red and blue adventure cards from Rise of the Dragon Lords, the basic
Runebound campaign, are set aside and cards from the Scepter of Kyros are
placed on the blue adventure stack - these are the Giant Lords. Additional
cards from the Scepter of Kyros augment the green and yellow adventure
decks to create a new story for your Runebound heroes to live.
When the heroes anger the Giant Lords, they invade and
conquer a number of cities on the Runebound board! Once these cities are
Occupied, the Giant Lords can use any of the items and allies that were in
that town's Market Stack against the heroes, making them some of the most
exciting and challenging Runebound challenges yet!
This expansion includes 30 new adventure cards.
$7.95
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Runebound: Runemaster
"Magic is an extremely potent and dangerous
force, one that must be bound and channeled before it is used. One of the
earliest and most effective ways to do this is through the use of
Runestones, binding magics into specially-prepared talismans. Once so
bound, almost anyone can use a Rune, but a true Runemaster can do so much
more ..."
~ Autorius of Greyhaven
The Runemaster character deck introduces new mechanics
and rules for character advancement and interaction. Add the abilities of
a Runemaster to any character you may choose for Runebound and expand your
powers and abilities, or mix your Runemaster character deck with any of
the five others available to produce your own, completely unique hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Battlemage
"Fighting with a blade and fighting with a spell
are the same thing done different ways. Speed and skill and a focused mind
are all that each requires." ~ Jaes, Battlemage
The Battlemage character deck introduces new mechanics
and rules for character advancement and interaction. Add the abilities of
a Battlemage to any character you may choose for Runebound and expand your
powers and abilities, or mix your Battlemage character deck with any of
the five others available to produce your own, completely unique hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Shadow Walker
"What was that?" ~ Lord Avior Telashii of
Vynelvale, last words.
The Shadow Walker character deck introduces new
mechanics and rules for character advancement and interaction. Add the
abilities of a Shadow Walker to any character you may choose for Runebound
and expand your powers and abilities, or mix your Shadow Walker character
deck with any of the five others available to produce your own, completely
unique hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Blade Dancer
"I didn't beat you through strength - I could
never beat you through strength, Modrog. But there is much, much more to
battle than strength." ~ Red Scorpion
The Blade Dancer character deck introduces new mechanics
and rules for character advancement and interaction. Add the abilities of
a Blade Dancer to any character you may choose for Runebound and expand
your powers and abilities, or mix your Blade Dancer character deck with
any of the five others available to produce your own, completely unique
hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Wildlander
"It's not something you learn. It's something
you are. You can't fake it - the forest, the animals, they'll know. Either
you love the wild - you live the wild ... or you die there." ~ Ronan,
called "Of the Wild"
The Wildlander character deck introduces new mechanics
and rules for character advancement and interaction. Add the abilities of
a Wildlander to any character you may choose for Runebound and expand your
powers and abilities, or mix your Wildlander character deck with any of
the five others available to produce your own, completely unique hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Spiritbound
"Sky breaks open
"What comes down?
"Death or life?" ~ Spirit Riddle
The Spiritbound character deck introduces new mechanics
and rules for character advancement and interaction. Add the abilities of
a Spiritbound to any character you may choose for Runebound and expand
your powers and abilities, or mix your Spiritbound character deck with any
of the five others available to produce your own, completely unique hero!
This expansion includes 5 Talent cards, 25 Class cards,
and assorted tokens.
$7.95
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Runebound: Champions of Kellos
In the beginning all was black.
Woe betide those in the darkness.
There was neither heat nor life in the heart of the world.
Woe betide those in the cold.
And lo, did a spark kindle and grow, and did warmth and life come, and may
it never die.
Woe betide enemies of the Flame.~ The Dawn Prayer
The Champions of Kellos expansion pack introduces a
collection of allies dedicated to the Burning God Kellos, as well as a
selection of holy relics and other equipment favored by his priests. These
cards can be seamlessly added to any Runebound game or adventure, giving
the players more options and more adventure!
This expansion includes 30 new market deck cards.
$7.95
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Runebound: Walkers of the Wild
"What are those wild men doing here,
Captain?" The Mayor mops his brow with an expensive silk handkerchief
and casts his coldest glare down at the men in the square - hard men,
dirty men, men with feathers in their hair and hides on their backs.
"They just ... showed up, sir. Said that we needed them."
"Preposterous," barks the Mayor, sweeping down the stairs.
"That's what I said, sir, but then I saw the monster that the tall
one killed..."
The Walkers of the Wild expansion pack introduces a
collection of allies that dwell in the secret and quiet places of the
world, as well as many tricks of their trade. These cards can be
seamlessly added to any Runebound game or adventure, giving the players
more options and more adventure!
This expansion includes 30 new market deck cards.
$7.95
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Runebound: Drakes and Dragonspawn
More people are slain by drakes every year than by
dragons. Smaller than dragons, yes, less potent, fewer magics at their
commands - but drakes are so much more common than their larger cousins. A
man could live one thousand years and never meet a dragon, but hungry
drakes have been known to range even into the Free Cities in search of
food. And then, of course, there are the dragonspawn ... ~Autorius of
Greyhaven, Bestiary
The Drakes and Dragonspawn expansion pack introduces a
flight of new hazards, challenges, quests, and events as the drakes and
their ilk spread across the world. These cards can be seamlessly added to
any Runebound game, providing all new adventure and rewards!
This expansion includes 30 new adventure cards.
$7.95
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Runebound: Avatars of Kelnov
"When the Dragonlords have met their final fate,
and the giants are no longer wroth,
when the elder king has reclaimed the throne, there will be one last trial
for the folk of Terrinoth.
The three signs will come, their faith will be tested sore,
and those who persevere will behold a time blessed by the gods of
yore." ~Unattributed folk song.
The Avatars of Kelnov expansion pack is a whole new
adventure set in the Runebound land of Terrinoth! In a time before time,
the gods banished the wrathful All-Father Kelnov and his Avatars, out of
this world and out of history. His return is prophecied to herald in an
age of peace - but whether it will be an age of peace under a tyrannical
god, or an age of peace and freedom, is up to the heroes to determine ...
The Avatars of Kelnov adventure variant replaces some
elements of the Rise of the Dragon Lords adventure found in the base
Runebound game, creating an entirely new game experience! It includes 30
new adventure cards.
$7.95
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Runebound: Cult of the Rune
They dragged the youth kicking and cursing through
the trees and into a clearing. Frighteningly strong hands held him down
while ropes were lashed about his wrists and ankles. When the man in the
robes stepped into his vision, holding a slab of stone, a twisting,
pulsing shape set into it, the boy dared to hope.
A Runemaster, he thought. I'm saved!
Then the man lifted the tablet above his head, and
the hood of his robe fell back, and the boy could see that his eyes were
glazed and dead and delusional. The man was not the master of the Rune ...
quite the opposite ...
The Cult of the Rune expansion pack is a whole new
adventure set in the Runebound land of Terrinoth! The Dwarves of Forge
have uncovered something best left hidden. No one seems to know where
these ancient Runes came from, but their power is undeniable ... and
pernicious. The Runes have managed to twist those around them into
worshipping them like gods, and now ... they are spreading.
The Cult of the Rune adventure variant replaces some
elements of the Rise of the Dragon Lords adventure found in the base
Runebound game, creating an entirely new game experience! It includes 30
new adventure cards and a set of cardboard tokens.
$7.95
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Runebound: Rituals and Runes
The circle is the heart of magic. A circle binds and
controls magic energies. It creates a loop of power and brings a spell to
eternity. It divides the inside and the outside, creates a unity and a
barrier. Circles call, circles bind, circles ward, circles face inward and
outward and symbolize the fundamental truth of magic: magic goes in
cycles. What one sends out loops back and what harm one wreaks is returned
threefold.
- Symbols and Heart, Daniella Dun
In the fight for glory and power, only one type of magic
is more powerful than the legendary Runestones, and that is ritual magic.
This expansion introduces a powerful new type of Item, rituals, which
require you to roll and expend certain terrain symbols before they can be
used. The trade-off: they are far more powerful and versatile than other
Items of the same cost.
This expansion includes 30 new market deck cards.
$7.95 |
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Runebound: Weapons of Legend
Found new axe in cave in hills. All kindsa sharp. This
good, 'cuz thing what live in cave eat old axe. - Modrog
Throughout history, there have been both weapons of
legendary power and adventurers with the strength and courage to wield
them. This expansion introduces powerful new Weapons and Allies, as well
as a new type of market card that can become either an Ally or an Item
when you purchase it.
This expansion includes 30 new market deck cards.
$7.95 |
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Runebound: Traps and Terrors
- Buy sixteen new scythe blades.
- Feed shark.
- Clean adventurer parts out of second-floor
deathtrap.
- Archazd the Mad, To-Do List
Ancient crypts, well-defended fortresses, and
labyrinthine dungeons all contain countless ways for explorers to meet
their ends. In addition to more traditional foes, this adventure deck
expansion contains devious traps that can delay, injure, or outright
destroy the unwary.
This adventure card expansion includes 30 new challenge
cards.
$7.95 |
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Runebound: Beasts and Bandits
WANTED
Jak Robins
Called "Robin Red-Breast"
A reward of seven gold coins is offered for the delivery
DEAD OR ALIVE
of same to Captain Talens of the Vynevale City Guard
The open roads and the broad wilderness are not good places for the
poorly armed or the faint of heart. This expansion fills the forests and
plains of Terrinoth with treacherous bandits and savage beasts; one will
take your coin, the other will take your life!
This adventure card expansion includes 30 new challenge cards.
$7.95 |
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Runebound: The Seven Scions
With a thunderous roar, the beast fell, its breath
steaming in the winter air. The hero straightened and adjusted his cloak.
"Will I ever see you again?" I asked.
"No," he said, shaking his head as if in
sadness.
"But what if the evil returns?"
"Six brothers I have," said the hero as he
turned to go. "And we will destroy this evil."
A storm is coming; a storm unlike any the world has ever
seen. It consumes all that it touches, and soon everything will be
shrouded in its darkness. Your only hope is to awaken the Seven Scions of
legend and, with their help, destroy the Stormlords. This variant game
introduces new rules and two new types of card: Storm cards, which act as
a clock (hastening the story and the game to a close), Events, and special
Challenges all in one, and Scion cards, a new type of Ally that any Hero
can call on in a moment of need.
The Seven Scions adventure variant replaces some
elements of the Rise of the Dragon Lords adventure found in the base
Runebound game, creating an entirely new game experience! It includes 30
new adventure cards.
$7.95 |
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Runebound: The Cataclysm
Humans: KEEP OUT
- written in blood above the gate of the city of Forge,
seven days after the Cataclysm
On the night of the cataclysm, a star fell from the sky,
and the land was shattered. Many of the free towns were destroyed; the
rest fell prey to terrible curses. Only the most courageous and clever of
heroes can free the remaining towns from the beasts, spells, and
afflictions that plague them. In this variant game, in addition to normal
adventuring, the players must face the obstacles and dangers lying within
the cursed towns. If they can overcome them and successfully return from
special quests, they may become the towns’ saviors, and the free towns
will once again be able to rebuild.
The Cataclysm adventure variant replaces some elements
of the Rise of the Dragon Lords adventure found in the base Runebound
game, creating an entirely new game experience! It includes 30 new
adventure cards.
$7.95 |
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Dante's Inferno
Dante's Inferno is a new boardgame from Twilight
Creations. The object of the game is to rescue enough sinners
(resources) to gain entry to the 9th Circle of Hell and defeat
Lucifer while preventing the other players from doing so first.
Components: 81 tiles, 44 figures, 2
dice and a bunch of tokens.
$29.95
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Magdar
Driven by their lust for invaluable mithril and
precious gemstones, the dwarves dug deeper and deeper under the
mountain. One day they dug too deep, and opened the ancient vault of
the sleeping demon Magdar in his primordial prison of lava and
shadow. But even as the demon advanced towards the dwarves, they
were amazed by the gemstones that, driven by Magdar's heat, sprung
from the rocks before him. They may have dug too deep, but a greedy
and daring dwarf could still have a chance to make good on a bad
day.
In Magdar, each player controls a team of dwarves
prospecting for riches on a board that is slowly being destroyed
over the course of play. Do you run back to safety with what few
gems you have? Or do you risk Magdar's wrath and dig deeper in
search of more?
Magdar is a board game of prospecting,
claim-jumping, and greed for 2-4 players and is playable in 20-30
minutes.
$19.95
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A Game of Thrones
King Robert Baratheon is dead, and the seven
kingdoms brace for war. House Lannister, whose daughter Cersei was
Robert's queen, claims the throne for her young son Joffery. From
the Dragonstone Isle, Stannis Baratheon knows that Robert was not
the true father of Joffery, and rightfully demands the throne for
himself. On the Iron Isles, House Greyjoy is about to embark on a
second rebellion, but this time with a much grander goal. In the
north, House Stark gathers its strength to defend what is right, and
in the south the wealthy House Tyrell harbors an old ambition to sit
on the Iron Throne.
As armies gather and ravens fly, a clash of kings
is inevitable.
Based on the best-selling novel series A SONG OF
ICE AND FIRE by George R.R. Martin, the A Game of Thrones board game
lets players take control of one of the great Houses of Westeros and
embark on a epic struggle to claim the Iron Throne. Immerse yourself
in a game of clever planning, careful allocation of power,
diplomacy, and the exciting flavor of A SONG OF ICE AND FIRE.
Contents:
- Gameboard
- 75 Order Tokens
- 100 Power Tokens
- 15 Influence Tokens
- 5 Supply Tokens
- 35 House Cards
- 5 House Start Cards
- 30 Westeros Cards
- 50 Wooden Footmen
- 20 Wooden Knights
- 30 Wooden Ships
- 1 Wildling Token
- 1 Turn Marker
- 3 Neutral Army Markers
- Valyrian Steel Blade Token
- Messenger Raven Token
- Iron Throne Token
- Rules
$49.95
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A Clash of Kings
It's here! A Clash of Kings, the first expansion to
A Game of Thrones: The Board Game!
This new expansion includes rules and components for
the following:
- The new House Martell (for playing the game with
6 players; includes new cards, tokens, and a large gameboard
overlay)
- An alternative higher-powered set of House Cards
for all six Houses
- Rules and components for managing the ports of
Westeros,
- New wooden tokens for the powerful but vulnerable
Siege Engines
- Wooden Fortification tokens
- Special order tokens for every house
A Clash of Kings requires the main A Game of Thrones
Board Game to play.
$34.95
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Game of Thrones Board Game: A Storm of Swords
A Storm of Swords is the second expansion to A Game of
Thrones: The Board Game!
This new expansion includes rules and components for the
following:
- A new variant game with a new map, pitting Houses
Stark, Lannister, Greyjoy, and Baratheon against one another for
control of King's Landing and the Riverlands.
- New neutral houses to sway to your cause in the
variant game, including House Arryn, House Frey, House Tyrell, and the
many brigands, mercenaries, and broken men that people Westeros!
- Powerful new tactics cards for use in both the
variant and classic games.
- New, alternate Westeros decks.
- Robb Stark, Jaime Lannister, and many others take the
field directly with the new Leader rules, including two Leaders for
every house (including Martell), for use in both the variant and
classic games. Take hostages and execute prisoners for the first time!
- New House cards for every house (including Martell),
for use in both the variant and classic games.
- A new deck of Wildling cards, making each Wildling
assault a unique event!
A Storm of Swords requires the main A Game of Thrones
Board Game to play. It is entirely compatible with the A Clash of Kings
expansion, but does not require that expansion to be enjoyed.
$39.95
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