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Dead Men Tell No Tales Board Game: Miniatures Expansion

Dead Men Tell No Tales Board Game: Miniatures Expansion

The 7 pirates from the base game of Dead Men Tell No Tales come to life with this great add-on 28mm miniatures product.

The Manhattan Project Board Game: 2 Minutes To Midnight

The Manhattan Project Board Game: 2 Minutes To Midnight

Minutes to Midnight is a standalone game. It is part of The Manhattan Project line from Minion Games.

20 years after the end of The Manhattan Project, the superpowers of the world are embroiled in another vicious arms race. Manufacturing nukes is no longer an obstacle; all nations are now capable of churning them out at a rapid pace. The challenge of this era lies in the development of various delivery systems called the "Nuclear Triad:" strategic bombers, ballistic subs, and land-based ballistic missiles.

Each player represents one of the superpowers in the arms race. At staged intervals, scoring is conducted in one of 4 categories:

  • Strategic Bombers
  • Ballistic Submarines
  • ICBMs
  • Short-range missiles deployed to third world nations

    In addition to earning points for deploying nukes during the scoring rounds, players can also earn defensive bonuses for mitigating the risks imposed against them.

    The game ends after all of the scoring events have been completed. The player with the most points is the winner.

    To help along the way, you will recruit 4 different kinds of workers:

  • Laborers, which operate your buildings
  • Spies, which operate your opponents' buildings for your gain
  • Politicians, which produce tax revenue and gain control over third world nations
  • Generals, which deploy your bombers, subs, and overseas missiles

    You will also construct and operate 6 different kinds of buildings:

  • Factories, which produce submarines and aircraft
  • Research Facilities, which allow you to improve your position in 5 different technology tracks
  • Reactors, which produce nukes
  • Silos, which are armed with ICBMs
  • Test Sites, which allow you to detonate nukes in your own territory for points
  • ABM Launchers, which earn defensive bonuses against various threats
  • The Manhattan Project Board Game: Second Stage Expansion

    The Manhattan Project Board Game: Second Stage Expansion

    The Manhattan Project: Second Stage consists of four small expansions that can be added to the base game individually or together:

  • Nations 2 works like the previous Nations expansion, with each player getting one card to represent a country and gain a special power. Seven new countries and powers are represented.
  • Rocket Technology allows you to build a rocket factory when taking the "Design Bomb" action. Rockets work exactly like bombers - but fighters provide no defense against them.
  • H-Bomb Technology upgrades the "Design Bomb" action, allowing a player to return an available bomb to the bottom of the deck in order to acquire an H-Bomb card. To build an H-Bomb, however, the player needs Lithium Deuteride, which comes from new cards that work similar to Mines.
  • Personalities adds seven roles to the game based on real individuals who contributed to the Manhattan Project. Each time you retrieve your workers you will select a different role. Each role will grant you persistent benefits until the next time you retrieve.
  • The Manhattan Project: Energy Empire Board Game (On Order)

    The Manhattan Project: Energy Empire Board Game (On Order)

    From the ashes of war, nations rise to power in the atomic age. Each player takes control of a nation struggling for power in the latter part of the 20th century. They build up their nation?s industry, commerce, and government by acquiring resources, building structures, and tapping sources of energy. The price of oil is going up, and nuclear energy is the wave of the future. Energy Empire is set in the same universe as The Manhattan Project, but is a stand-alone game, not an expansion.

    The major threat in Energy Empire is not war, but uncertain global impacts, that result from side effects of industrialization and pollution. Many actions come with a cost. So, as nations become more industrious, they also increase the amount of pollution in the environment. Careful use of science can mitigate the harmful effects of industry, and can also help avert global crises.

    Energy Empire uses worker placement, tableau-building, and resource management mechanics. On each turn, a player can choose to either WORK or GENERATE. On a work turn, a player plays a single worker on the main board, then uses workers and energy to activate cards in their tableau. Players may spend energy to use an occupied space on the main board, so no spaces are ever completely blocked. On a Generate turn, players get to renew their supply of energy by rolling ?energy dice? that represent nuclear, coal, oil, solar, and other forms of energy.