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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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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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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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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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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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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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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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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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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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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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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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

  Quantity 

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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

  Quantity 

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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

  Quantity 

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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

  Quantity 

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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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