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Anachrony Board Game: Future Imperfect Expansion

Anachrony Board Game: Future Imperfect Expansion

Future Imperfect is a modular expansion for Anachrony, with three new modules expanding the possibilities beyond new horizons. These modules are playable on their own, but they are also compatible with each other and most past and future Anachrony modules and expansions.

The Hypersync module allows you to perform a Capital action without actually placing an Exosuit, then in the future use the new Hypersync Action to make your placement affect the past. This puts serious strain on the space-time continuum, increasing the risk of Paradoxes, but often the risk is worth the reward and the flexibility. This module is supported for 1-4 players (Fractures of Time expansion required for solo play.)

With the Quantum Loops module, you are no longer limited to warping from your own timeline: the module opens up parallel universes where resources are more plentiful, the locals are eager to join your cause, or their technology allows you to shortcut your own travels through time... The possibilities multiply through a new Warp tile that grants access to the powerful Quantum Effect cards, but beware - to close a loop to a parallel universe, you will need a real Breakthrough... This module is supported for 1-4 players (Fractures of Time expansion required for solo play.)

The Intrigues of the Council module simulates the World Council's political machinations, bringing two new aspects to the game: another layer of player interaction and customizable endgame scoring objectives, influenced by the players. By sending Exosuits to the right place at the right time, players can receive bonus resources and compete to build a tableau of Agenda tiles, which replaces the base game's Endgame Condition scoring. This module is recommended for 3 or 4 players.

Septima Board Game

Septima Board Game

Only in a few corners of the world is the memory of magic still alive, even though a few centuries ago its healing power permeated everything. Witches, its last remaining practitioners, have always been outcasts and could help human society only in strict secrecy. The leader of their people, the Septima, has always been the wisest, most knowledgeable witch. Now, as her time is coming to an end, witches from all over the world gather at Noctenburg to leave their mark on the hostile town and prove to the Septima that they are her worthy successor.

Septima is a competitive, highly interactive strategy game of witchcraft. As the leader of your coven, you must prove your worth in the town of Noctenburg to become the successor of Septima, the High Witch. Practice your craft and gain Wisdom by collecting herbs, brewing potions, healing the townsfolk, mastering charms and rescuing your fellow brothers and sisters from the trials. But beware: magic, even if used for good, invokes suspicion in the townsfolk...

Septima Board Game: Shapeshifting And Omens Expansion

Septima Board Game: Shapeshifting And Omens Expansion

Rumors are abound in Noctenburg: the towns folk whisper of sights of strangely human like animals in their homes, the hospital and even the court. Ominous omens indeed... Gain new abilities as you shift into your powerful Animal Form, and beware of the looming Omens in this modular expansion for Septima.

The expansion not only adds extra content to the game, but also forces players to rethink their usual strategies. The Omens module gives players a new objective with the low Suspicion level, while they need to adapt to new negative/positive effects every turn. The Shapeshifting expansion adds new abilities and allows players to gain the upper hand by timing their actions wisely.

Trickerion Board Game: Dahlgaard's Academy Expansion

Trickerion Board Game: Dahlgaard's Academy Expansion

The Great Dahlgaard?s spectacular contest for his legacy, the Trickerion Stone, has set Magoria off to a new Golden Age. Under the wise guidance of Dahlgaard?s Heir, the city has once again become a bustling, flourishing center of magic and illusion, with a new generation of aspiring young Magicians on the rise.

But now, without the power of the Trickerion Stone, the Great Dahlgaard is dying. In his last will, he entrusted his Heir with a grandiose task: he donated his old manor to be restored as the Academy of Magoria, a center of the education and perfection of magic tricks and illusion.

The Heir issues a public call for contributors among Magoria?s aspiring Magicians: the Academy shall be restored as a common effort, but the most successful contributor?s name will be remembered forever as the Patron of Magoria.

Dahlgaard?s Academy expands the magical world and gameplay of Trickerion with a slew of exciting new features:

  • A new Location - the Academy: Join the common effort to renovate the Academy! Each Renovation action awards Fame proportionately to the Coins spent on it, and opens up new Classrooms and Practice Rooms, where Academy markers can be placed. Academy markers in Practice Rooms give the performed Tricks increased Yield or other special placement abilities, while the Tricks taught in the Classrooms will be passed on to the new generations - they can no longer be performed, but grant a useful passive yield each turn. The Academy is also a place to train your Proteg‚, a new member of your team.

  • A new Specialist - the Proteg‚: Each Magician will now start with the Proteg‚, a new type of specialist. The Proteg‚ is more than just a worker - they will accompany your Magician on their path to greatness, constantly developing in the process. By Visiting the Academy, Proteg‚s can acquire powerful new abilities that also increase their Action Points - and their salary as well! A fully developed Proteg‚ will have 3 Actions points, just like the Magician, with some very powerful abilities to boot!

  • A new quartet of Magicians: Magoria?s new Golden Age attracts aspiring young Magicians from all over the world, eager to prove themselves, and maybe one day become the Patron of Magoria. Each school of illusion (Mechanical, Optical, Escape, Spiritual) will receive a new, charismatic Magician, with their own personal backstory, powerful special ability.

  • Solo Mode: Dalhgaard's Heir: This expansion will also feature a solo mode, with an elaborate story setting. Take a journey to a possible future of Magoria, where Dahlgaard?s Heir couldn?t resist the immense power of the Trickerion Stone, and dabbing into the supernatural has eclipsed their sanity. Magoria?s Golden Age is over - now the Heir controls it with an iron grip, and it falls to you to prove your superiority and remove him from power the only way the city knows - through magic and illusion. This solo mode features Dahlgaard?s Heir as a fully automated, intricate opponent with variable difficulty levels - a worthy foe to even the most seasoned Trickerion veterans!

  • Trickerion Board Game: Dawn Of Technology Expansion

    Trickerion Board Game: Dawn Of Technology Expansion

    Dawn of Technology contains two modules for Trickerion: the Contraptions, and the Signature Tricks.

    Thanks to Magoria's recent technological achievements, Magicians can now enhance their Workshops with up to four Contraptions, unique to their magic school. Contraptions can be assembled as a Workshop Action, for the cost of 1 Coin per Contraption already in place. They can be used any time during a player's turn by turning them to their inactive side, and receiving a bonus based on the player's Magic school - in the above example, the Mechanical Contraption, the Generator, supplies the city with electricity, netting its owner a steady income of Coins.

    Each Contraption has a more powerful effect than the one below it. At the end of a round, each Contraption with enough Shards next to it can be reactivated and used again next turn - this follows the similar principle as the Magician Powers module (which is playable with Contraptions). The highest-level Contraptions are so breathtaking that simply reactivating them will earn you some Fame!

    The Contraptions module includes 16 Contraptions with 4 unique illustrations, printed on 3mm blackcore cardboard, and 4 board extensions.

    When you learn a Trick from your own school, you may choose to learn your Signature Trick instead (if you meet its Fame threshold). Each Signature Trick ?upgrades? a Trick from the original set: for example, Professor Bernard can learn his Legendary Shark Tank signature trick instead of the ?ordinary? Water Tank Escape. If a Signature Trick is learned, the standard version is removed from the deck. And if an opponent already learned its standard version, your Signature Trick no longer has a Fame Threshold!

    Signature Tricks have the same component requirements as their standard version, but they also require Contraptions to function: the higher their Fame threshold, the more Contraptions you have to use when you prepare them. However, in return, not only do these Tricks have better numbers (higher Yield, more Trick Markers, etc.), but they also have a special power: for example, The Legendary Shark Tank?s Trick markers can be aligned freely in the Theater, meaning that you?ll always be able to create Links with it.