The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State.
51st State is a card game in which players control one of four powers trying to build a new country. Players put new locations into play, hire leaders, and send people to work in buildings to gain resources and new skills.
51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use.
In 51st State: Scavengers, nothing is lost forever ? meaning that you can now search the discard for valuable locations and leverage them for use in your State.
51st State: Scavengers, the first expansion for 51st State: Master Set, is based on the previous 51st State expansion Ruins. This set of fifty cards brings back some favorite cards from the original expansion while introducing new locations to the game as well as a new mechanism.
Like the 2 expansions included in the 51st State Master set, it is recommended to only combine 1 expansion with the core cards from the Master Set.
Alien Artifacts is a 4X-style card game in which you play as an interplanetary faction, sending your research vessels into uncharted space to expand your knowledge and power. Build powerful ships, develop new technologies, and explore distant planets for anything ? or anyone ? you can exploit.
Alien Artifacts is built on a Resource engine - each turn you will have 3 Resource cards in your hand and you will decide how best to spend them. Each resource card has two different resource types for you to use. You can only use one side and only two cards per turn! Using these resources, you will build Ships, develop Technology, discover Planets, or Trade for currency:
There are two sides to each of these cards, and as you build them you will decide:
Manage your Resources, build the right cards, make wise choices. Win!
Alien Artifacts provides a card based 4X experience in under an hour. With over two hundred cards, Alien Artifacts offers players many scoring strategies and great replay-ability.
Alien Artifacts: Breakthrough, the second expansion for Alien Artifacts, takes place at the most intense point in human history! Face the new threats uncovered in Discovery, and experience new challenges for the space-faring factions. Humanity solved the mystery behind the alien technology and is ready to seize its powers!
Breakthrough adds new cards for your Alien Artifacts base game and arms you with new combos for your favorite game engines. This expansion includes 20 new technology cards, 10 new ship cards, and 10 new planet cards from the Expand category that will help you dominate the galaxy! Nothing can stop humanities technological breakthrough now!
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal, science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
Aftermath expands Cry Havoc with new skills and structures to add even more re-playability to the game. Each faction receives five new skills and three new structures, which nearly doubles the amount of unique abilities in the game.
Additionally, this expansion introduces an alternate game mode that ensures each game lasts for five full rounds. When passing an event token, instead of removing it, new scoring abilities are introduced that allow players even more options to gain victory points.
In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game's DEDICATED DATABASE simulating agency's resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.
Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team members. This board game tell rich stories - stories you will participate in. Let's hope that you will be able to deduce the end, before there is another crime... The game will challenge you with five different cases, that has to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.
Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes - consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!
It's the 80's and Los Angeles is a city swarming with corruption, narcotics, and crime. A unique case has presented itself, however it needs a detective who isn't afraid to do what's necessary. If that's you, then join L.A.P.D. and solve crimes under the leadership of James Bradley!
This expansion includes three new cases that create one exciting campaign. L.A. Crimes introduces new playable characters and new mechanics. You will be running surveillance to learn more about the suspects and accumulating stress much faster when deciding to break protocols in order to get criminals behind bars! How far will you go?
Parental Advisory: Strong language and depictions of violence.
3?2?1? Liftoff! Set your foot on Mars, where fantastic adventures await you.
First Martians: Adventures on the Red Planet tells a magnificent history of humans struggling to survive on a hostile frontier. A series of missions form two separate campaigns. Take meaningful decisions and face their consequences! Experience thrills and awe as the plot unfolds! Additionally, the box features 6 standalone missions. Choose your preferred difficulty level and mode of play: who do you want to be today? A scientist, an explorer, or an engineer? Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersion experience is further enhanced with an integrated app that maintains the balance and challenge throughout.
The game provides massive amounts of replayability, while at the same time the story will always reflect your decisions.
Settlers from four major powers of the world have discovered new lands, with new resources and opportunities.
Romans, Barbarians, Egyptians and Japanese all at once move there to expand the boundaries of their empires. They build new buildings to strengthen their economy, they found mines and fields to gather resources, and they build barracks and training grounds to train soldiers. Soon after they discover that this land is far too small for everybody, then the war begins...
Imperial Settlers is a card game that lets players lead one of the four factions and build empires by placing buildings, then sending workers to those buildings to acquire new resources and abilities. The game is played over five rounds during which players take various actions in order to explore new lands, build buildings, trade resources, conquer enemies, and thus score victory points.
The core mechanism of Imperial Settlers is based on concepts from the author's card game 51st State.
Imperial Settlers: 3 Is a Magic Number, the second Empire Pack for Imperial Settlers, introduces a new rule: SET. This new ability allows players to score and trigger new effects each time they build three cards in a particular colour. With this rule, the drafting phase and the choice of the "right" card to draft becomes even more interesting.
This expansion includes new cards for the common deck as well as new cards for each of the five factions and two cards for use in the solitaire game.
Discover the new deckbuilding mechanism, which lets you change the contents of your faction deck during the game and focus on powerful combos! Amazons extensively use cards with the ?building bonus?. Most of their faction cards are useful, and produces valuable resources only when built, while usually having only the foundation as their cost. That minor change is in fact huge for how we treat our faction buildings. Amazons are a unique faction that will not discard their faction foundation when used to build another card, and will put back in their faction deck instead.
What?s more, you will also gain the ability to discard cards from the hand, which will help you control your next moves. Now you can focus on the few cards, that will grant you the most victory points! Amazons use elements of the deck-building mechanism so that they can discard reconstructed faction cards from their deck, allowing them to modify the deck during play. They also get a lot of bonuses for building their cheap faction cards. How will you help them secure their place among others? As you may have realized by now, all new Imperial Settlers factions begin with the letter "A" ? and this is no exception! With Amazons, the third big expansion for Imperial Settlers, this formerly warmongering tribe is now building their new empire.
Imperial Settlers: Aztecs bring new rules, a new resource, and a sixth faction to the world of Imperial Settlers!
Prayer actions and blessing tokens bring religion to the world, while the Aztecs build temples and organize festivals and ceremonies to gain favors and be blessed! With this expansion, all other factions will also be able to add religion and their own pantheon of gods to their Empires.
This expansion includes a new faction board, the Aztecs faction deck, blessing tokens, and expansion cards for the original factions that complement the Aztecs abilities.
Imperial Settlers: Empires of the North is a new, standalone card game in the established Imperial Settlers universe, with players heading to the far north where three different factions live: Scotsmen, Inuits, and Vikings. Take on the role of leader, and make your faction into the best empire in the world!
Choosing the faction is only the first step, though, as each faction can be played using one of the two separate and unique decks. Yes, in the base game, players will find six pre-constructed decks ready to use straight out of the box. Each one offers a completely different gameplay style!
Develop your economy, deflect your opponent, and fight for dominance in the north. Learn new mechanisms, and experience a unique style of Imperial Settlers. Will you be able to create the most successful civilization in Imperial Settlers: Empires of the North?
During their voyages to the distant Islands, ships from the Northern Empires discovered new lands in the far East! Spread throughout many Islands, the Japanese Empire soon earned a reputation for its goodwill and expansive trade networks. Now, the civilizations have started to build diplomatic ties and increase opportunities for trade. Japanese Islands introduces two new Clans to the game, as well as 14 new Islands. The Japanese clans offer new strategies and play with a few new rules, such as Exchange and Docking.
Imperial Settlers: We Didn't Start The Fire is the third Empire Pack for the Imperial Settlers engine-building card game. Join your favorite factions, best your opponents, and expand your empire!
The expansion includes fifty new cards, increasing replayability of the base game, as well as borders that are placed between each pair of players.
Imperial Settlers: Why Can't We Be Friends is the first Empire Pack for Imperial Settlers and includes new common cards for the central deck, new cards for each of the base game's four factions, and two new cards for use in the solo game with some factions.
A new mechanic has been introduced:"open production". This ability allows an opponent to visit your building for the resource produced there while giving you the worker who made that trek. Hope you can put him to use once again!
Imperial Settlers: Roll & Write is a standalone game set in the universe of Imperial Settlers and Imperial Settlers: Empires of the North. The game is heavily focused on engine building! Constructing buildings grants you a special bonus, and with each passing turn the game offers you more choices as your empire gains momentum.
Imperial Settlers: Roll & Write has two game modes. The standard mode is a 2-4 player competitive challenge in which you try to gain more points than your opponents. The adventure mode for a single player offers 48 unique game sheets. Each sheet presents unique challenges and gameplay as players have different buildings at the start. Tweak your engine and get as many points as you can! Grab your pencil, roll your dice, and create the most prosperous empire!
Wage war against opponents on a hexagonal board. Prepare your armies to face off on the battlefield and surprise your enemy with your choice of special abilities!
Monolith Arena is a fantasy battleground board game built around the base engine of Neuroshima Hex, which is also from designer Michal Oracz. The game includes four factions, with unique abilities and units! Each player has a monolith that serves as their headquarters, and each player seeds their monolith with three tokens that provide special abilities. When an opponent damages your monolith, you remove the top layer to expose the first token, gaining its special ability, so being attacked can actually make you stronger ? albeit while still moving you toward defeat...
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. The post-apocalypse world of Neuroshima is a world torn apart by a war between humans and machines.
The remains of humanity took shelter in the ruins of cities and organized in small communities, gangs and armies. Conflicts between such groups are not uncommon and the reasons of such are numerous: territory, food or equipment. What is more, the ruined cities are constantly patrolled by machines sent from the north where a vast cybernetic entity called MOLOCH appeared. Great wastelands that surround what was left of the greatest cities are home to another enemy ? Borgo ? a charismatic leader who controls an army of gruesome mutants. One of the last hopes of humanity is the OUTPOST, a highly organized army which wages a guerilla war against MOLOCH. Nevertheless, most human settlements, including the HEGEMONY, are not concerned with war until it comes banging at their door. Such is the world of Neuroshima.
Neuroshima Hex! 3.0 includes rule corrections, a solo variant with 55 puzzle cards that present you with challenging situations and new three-player variants.
The Moloch attack on Omega had unforeseen consequences: damage to the facility unleashed three strange creatures. They are the product of a secret genetic research project, codenamed "Dancer". Now, half-mad and with no control over their instincts, these creatures fight for survival in the post-apocalyptic wasteland!
This is not a stand-alone game. A copy of Neuroshima Hex 3.0 is required to play.
The Death Breath is a terrifying virus which began spreading forth from the eastern enclaves of the Moloch. It infects every living thing, changing them into brainless, bloodthirsty beasts. Victims of these attacks become infected with the virus, and so it spreads. So far, the most effective way of dealing with the infected are strong ammunition, grenades, and a sharp ax.
Neuroshima Hex! Death Breath is a new army for Neuroshima Hex! that gives players a new experienceas the units are upgradeable with a special token pool that gives units customizable options. Death Breath also offers a large number of netting units as well as battle tiles.
Engines roar through the night sky as you see clouds of dust coming your way. Hot tires screech across the road as hundreds of riders wreck havoc to anything on their path. They are followed by heavily armoured warriors, intimidating everyone with a cacophony of metallic sounds made by their chains, net launchers, and other weapons of post apocalyptic war.
First, the riders are going to surround and entangle you with their web of steel. Melee fighters will follow soon after, bringing pain and destruction. Even if you are going to defend yourself, even if you manage defeat one of them, more replace their fallen comrade.
Death is coming your way. You can try to run. You can try to hide. But sooner or later, you are going to fall into their hands. This is not your average gang ? this is Iron Gang, a brutal group that has perfected the art of the hunt from the back of the steel steed.
Neuroshima Hex: Iron Gang introduces a new army pack to Neuroshima Hex!, and both the HQ and certain units feature a new "chain" ability. Chain connects two units with that ability if there is a straight line between them, and it allows them to target and hit any unit on that line.
Sand Runners, an Army Pack for Neuroshima HEX! 3.0, features a highly specialized army of veteran warriors who clashed with the Moloch in the early days of the war. Sand Runners possesses a unique, double-sided HQ, which provides a huge amount of versatility. They can also use a new type of Battle tile: Sand Storm.
Smart is a part of Moloch, which has reached the southern part of the continent, where after fights with humans it was cut off from its origin and found sanctuary deep inside the Neojungle. It resembles Moloch less and less with every passing day. Smart has completely disregarded the directives that have so far been followed by Moloch's electronic brains and started producing strange half-machines combined with living organisms, including regeneration capable biodroids, micro robots functioning as parasites equipped with technologically advanced electromagnetic weaponry. Most Smart bases are hidden deep underground and whatever happens there stays behind a veil of mystery, hidden from both humans and Moloch.
Neuroshima Hex! Smart is a single army pack for use with Neuroshima Hex! and was originally included as one of the two armies in the standalone expansion Neuroshima Hex! Duel.
The Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals applied by the armor and cybernetic enhancements increase the organism?s abilities at the expense of the psyche ? Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar of explosions and gunfire.
Unblemished lawfulness worthy of the automatic machine quickly makes the people of redeemed lands yearn for the old chaos and anarchy.
The Steel Police army pack introduces a new ability in a Neuroshima Hex line, Reflection, which protects the army unit from all attacks directed at its side marked with Reflection icon. Such attack is reflected in the opposite direction for a distance of one field and hits an enemy tile (Unit, HQ or Module) if it stands on an adjacent field on the line of attack. Reflected attack doesn't harm Steel Police tiles.
Prˆt-…-Porter is an economic strategy game set in a world of fashion. Players run clothes companies and fight for dominance during fashion shows. It is - perhaps - one of the most cruel and ruthless of all our games. Money can be a dangerous weapon. During the game players open new branches and outlets, hire new workers and try to gain new capabilities. New Design Agencies, Brand stores or Preparation rooms are opened, Accountants, Models and Designers are hired, lucrative contracts are signed to allow for short-term profits and expand company's competencies.
Every single month player's company gains new capabilities. Each quarter held fashion shows - each player has to prepare a collection of clothing and has to show it on the show. The public, media, experts estimate collections in four categories and award prizes and diplomas. The more awards (represented by stars in the game) will be collected at the show, the more money the players earn for selling their collection! Will you get award for best Trends? Will you manage to be best in Public Relations and get the Media award? Will you earn more stars than your opponent?
Take to the high seas as the captain of your very own pirate ship. Seek out valuable merchant ships and raid them for their goods! Hire new crew, upgrade your ship, and give your treasure to the Pirate King for fame and glory!
Rattle, Battle, Grab the Loot takes the fun of rolling dice and combines it with a rich scenario deck to make each game play differently. Each round, the players battle it out with merchant vessels and other ships, trying to grab as much loot as possible. One player takes dice from all the players, rattles them in their hand, then tosses them into the game box to resolve the battle. Where your dice land in the box, in addition to the symbols rolled, determines the results of the battle, then players claim their loot. Players may now return to port to upgrade their ship, hire new crew, or give their goods to the Pirate King for his favor.
When upgrading their ship, players use physical pieces to assemble their vessel, making each ship look different. In the box are dozens of punchboard pieces to customize your ship. In addition to common items and crew members, there will be unique item upgrades and crew that can make your ship stand out among the crowd!
At the end of the game, the player who earned the most favor from the Pirate King wins!
Robinson Crusoe: Adventures on the Cursed Island takes players to a deserted island, where they'll play the parts of shipwreck survivors confronted by an extraordinary adventure. They'll be faced with the challenges of building a shelter, finding food, fighting wild beasts, and protecting themselves from weather changes. Building walls around their homes, animal domestication, constructing weapons and tools from what they find and much more awaits them on the island.
The players decide in which direction the game will unfold and ? after several in-game weeks of hard work ? how their settlement will look. Will they manage to discover the secret of the island in the meantime? Will they find a pirate treasure, or an abandoned village? Take the role of one of four characters from the ship crew (cook, carpenter, explorer or soldier) and face the adventure. Use your determination skills to help your team mates, discuss with them your plan and put it into practice. Debate, discuss, and work on the best plan you all can make.
The 4th Edition, or Game of the Year Edition, incorporates the following changes:
Robinson Crusoe: Mystery Tales is the second expansion for the acclaimed game of castaway survival, Robinson Crusoe: Adventures on the Cursed Island! This expansion includes an entirely new way to play, in addition to some familiar components to add variability to your base game. Embark on an expedition where haunting challenges await. Play two new scenarios that will test even the most experienced players! Experience Robinson Crusoe with the all new Horror Mode!
ARE YOU PREPARED? Campaign + 2 stand alone scenarios: Lost City Cf Z (5 part campaign) Colonel Fawcett is lost. He came to this region in search of the Lost City of Z and never made it back. You are here to solve the mystery. Is Fawcett alive? Is the City of Z real? What hides within this mysterious forest... Hunting Convicts (scenario no. 12) Your ship has sunk but you survived, washing ashore an uninhabited island... along with the very prisoners you were transporting! Now, you?ll have to hunt them down. In The Belly Of The Beast (scenario no. 13) Cultists are preparing to awaken mythical creatures to wreck havoc on the civilized world. You must stop this! Prepare the weapons, ready yourself, and set out to fight in the belly of the beast!Expansion requires the base game!
Tides of Madness is a sequel to Tides of Time and features similar gameplay. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective.
After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.
Tides of Madness adds a new twist to the above game: madness. Some cards, while powerful, harm your psyche, so you must keep an eye on your madness level or else risk losing the game early as your mind is lost to the power of the ancients. Whoever has the most madness in a round either scores 4 points or discards 1 madness token ? and the latter option is valuable because if you ever have nine or more madness, you lose the game immediately.
Play as an ancient civilization as they prosper and collapse through time. Build gigantic monuments, raise impenetrable fortifications, and amass vast knowledge as the ages pass. The greatest civilizations will leave their mark long after their collapse. From times long forgotten to times recently lost, civilizations will rise and fall as the tide of time carries them.
Tides of Time is a drafting game for two players. Each game consists of three rounds in which players draft cards from their hands to build their kingdom. Each card is one of five suits and also has a scoring objective. After all cards have been drafted for the round, players total their points based on the suits of cards they collected and the scoring objectives on each card, then they record their score. Each round, the players each select one card to leave in their kingdom as a "relic of the past" to help them in later rounds. After three rounds, the player with the the most prosperous kingdom wins.