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51st State Card Game: Master Set

51st State Card Game: Master Set

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.

Crazy Karts Board Game

Crazy Karts Board Game

Crazy Karts is a team-based, fast-paced racing game for 3-8 players who compete in teams of two. Each player controls specific actions of their kart, but they cannot communicate with their teammate!

One player controls the brakes and turns, while the other player speeds up and fires the cannon. Teams must outmaneuver their opponents, dodge obstacles, grab power-ups, and avoid smashing into the walls, all planning their actions in secret without talking! Need to turn left? Better hope your partner didn't accelerate! Race to the finish line in this wacky game of mayhem and shenanigans. Do you have what it takes to be a champion kart racer?

Crazy Karts includes four unique factions for the teams, each with their unique power. If you are play with an odd number of players, a Lone Wolf faction allows a single player to compete with a unique set of skills and disadvantages.

Cry Havoc Board Game

Cry Havoc Board Game

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.

Imperial Settlers Card Game: 3 Is A Magic Number Empire Pack

Imperial Settlers Card Game: 3 Is A Magic Number Empire Pack

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.

Imperial Settlers Card Game: Atlanteans Expansion

Imperial Settlers Card Game: Atlanteans Expansion

Imperial Settlers: Atlanteans, an expansion that requires the base game to play, adds the option for playing Imperial Settlers with up to five players. The expansion includes a new faction board, the Atlanteans faction deck, technology tokens, and expansion cards for the original factions that complement the Atlanteans abilities.

The Atlanteans bring a new resource to the world of Imperial Settlers with technology that can unlock special abilities on faction cards and transform common buildings into powerful allies. The Atlanteans must use their abilities to find unique ways to score because their faction buildings sink at the end of the game and do not score points! While the other factions do not have the knowledge to use the technology of the Atlanteans, some buildings for each faction allow them to use some of that technology to their advantage.

Imperial Settlers Card Game: Aztecs Expansion

Imperial Settlers Card Game: Aztecs Expansion

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 Card Game: Why Can't We Be Friends Empire Pack

Imperial Settlers Card Game: Why Can't We Be Friends Empire Pack

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!

Legacy: Testament Of Duke De Crecy Board Game

Legacy: Testament Of Duke De Crecy Board Game

It is 1729 in pre-revolution France, a time when the aristocracy has all the power and the means to rule the country. As a wealthy, well-educated aristocrat, you have travelled the world and had the fortune to enjoy your life to the fullest ? but you see that history is about to change course and you know that in order to stay strong, your family must prepare well. You need to find new allies. You must absorb smaller families and use their potency to strengthen your kin. You have to arrange wise marriages, nurture strong connections at court, obtain titles, build mansions, and find the right spouses for your daughters and sons?

The Legacy: Testament of Duke de Crecy enables you to build a powerful dynasty in 18th century France as you step into the shoes of a French noble and compete for lasting honor. Over three generations, you ? a resourceful patriarch or matriarch ? will attempt to create a lasting legacy by establishing a house with ties to many different wealthy and powerful families from France and abroad (Spain, Italy, Russia and other countries).

This card game offers endless possibilities. Each time you build a family, you write a unique story, bringing to life the diverse relationships between parents and their children, between cousins, uncles, aunts, nephews and nieces. Whether you are looking for the best husband for your only daughter or a suitable wife for one of your two sons, whether you are looking to add new blood to your family by marrying into foreign nobility ? you will be working to make your family rise in status through prestige and wealth, new skills and abilities.

In The Legacy: Testament of Duke de Crecy ? known previously as Nobles of Paris and winner of Ducosim Spelontwerp in 2009 ? you will find 75 spouse cards with unique traits, more than twenty secret missions, nine titles, and nine ?contribution to the family? cards. This all culminates in a highly thematic card game that will satisfy players who enjoy exploring many different paths to victory.

Legacy: Testament Of Duke De Crecy Board Game: Five Families Expansion

Legacy: Testament Of Duke De Crecy Board Game: Five Families Expansion

Legacy: The Testament of Duke de Crecy ? Five Families allows the players to trade new family members and traits to the other players in exchange for their Favor, a new resource. Favor tokens are used to purchase new, powerful actions.

Each family is unique and the individual family members offer powerful abilities to the player willing to trade their Favor. Additionally, Five Families adds new Patrons with unique scoring options, Birth Events with more drama, and a Daisy Track for a new solitaire challenge.

Neuroshima Hex 3.0 Board Game

Neuroshima Hex 3.0 Board Game

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.

Contents:

  • 1 Game board
  • 35 The Outpost Army tiles
  • 35 Moloch Army tiles
  • 35 Hegemony Army tiles
  • 35 Borgo Army tiles
  • 8 HQ Damage tokens
  • 24 wound tokens
  • 4 counters
  • 4 army Reference Charts
  • 55 cards with Hex Puzzles
  • 1 rulebook
  • 8 net tokens

  • Neuroshima Hex 3.0 Board Game: Dancer Expansion

    Neuroshima Hex 3.0 Board Game: Dancer Expansion

    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.

    Neuroshima Hex 3.0 Board Game: Death Breath Expansion

    Neuroshima Hex 3.0 Board Game: Death Breath Expansion

    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.

    Neuroshima Hex 3.0 Board Game: Mephisto Expansion

    Neuroshima Hex 3.0 Board Game: Mephisto Expansion

    Anomalies originating from radioactive bomb craters generate such monstrosities that pre-war scientists would never imagine! Mephisto is a monstrous worm, a unique synthesis of flesh and steel, which can be a serious threat to even well-armed forces. Contaminated crater - Mephisto's territory - is a tempting shortcut route and a source of resources, but, too often, it becomes a graveyard for newcomers!

    This is not a stand-alone game. A copy of Neuroshima Hex 3.0 is required to play.

    Neuroshima Hex 3.0 Board Game: Mississippi Expansion

    Neuroshima Hex 3.0 Board Game: Mississippi Expansion

    In 2050 Mississippi is a toxic sewage draining directly from the interior of Moloch.

    The river and its vicinity hidden in poisonous fumes are known as the Belt of Death or seedbed of mutants.

    Warriors of the Mississippi, clad in coats and gas masks, diffuse the worst of the diseases and poisons.

    The main advantage of the army is the ability to massively poison the enemy HQ with Venom as well as to thwart the enemy plans. The other advantages are noticeable resistance to attacks and ability to bypass the enemy's defense. The army's disadvantages are low number of Warriors, low mobility, low toughness, as well as a complete lack of armor.

    Neuroshima Hex 3.0 Board Game: New York Expansion

    Neuroshima Hex 3.0 Board Game: New York Expansion

    New York didn?t collapse. Destroyed by atomic bombs, transformed into a fortress among the ruins, it still fights in the defense of the ideals of Free America. So far it has become a capital of the small state of the same name and has start a crusade to restore the human world. At the same time it has usurped the role of guiding the nation, and removed their opponents wherever they can. Again and again the new troops set off on expeditions to the wilderness in search of new resources and prewar technologies, recruiting useful people along the way. The city itself has become a fortified police state, one of the few safe places in the ruined world, where you pay for peace with your obedience.

    Neuroshima Hex 3.0 Board Game: Steel Police Expansion

    Neuroshima Hex 3.0 Board Game: Steel Police Expansion

    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.

    Neuroshima Hex 3.0 Board Game: Uranopolis Expansion

    Neuroshima Hex 3.0 Board Game: Uranopolis Expansion

    Pre-war uranium mines with hidden underground equipment and mining crews managed to survive the apocalypse and are still extracting valuable uranium. Over the following decades, many of the heavy mining machinery was transformed into deadly weapons and sent to defend the underground fortress. And so a new town was founded. Uranopolis ? a rich mining town, effectively guarding their treasure from being plundered by grabby neighbors.

    Contents:

  • 35 Uranopolis army tiles
  • 2 Uranopolis HQ markers
  • 12 No Power markers
  • 4 Net markers
  • 1 replacement tile
  • Rulebook

  • Rattle Battle Grab The Loot Dice Game

    Rattle Battle Grab The Loot Dice Game

    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!

    Stronghold Board Game: 2nd Edition

    Stronghold Board Game: 2nd Edition

    Stronghold is a two-player sige game. Players take opposing sides: one has to defend the stronghold, and the other has to break into the castle as soon as possible. The game board represents the stronghold itself as well as the surrounding terrain, where enemy forces are placed and whence they proceed to the walls.

    The defender has a small number of soldiers manning the walls, while the invader has an infinite legion of attacking creatures. A desperate fight takes place every single turn. The invaders build war machines, equip their soldiers, train them, and use black magic rituals to achieve victory. Meanwhile, defenders repair walls, build cannons, train soldiers, and do everything they can to hold the castle as long as possible.

    If the invader manages to break into the castle before the end of seven rounds, they win; otherwise the defender wins.

    This second edition of Stronghold features:

  • Ten objective cards for the invader and ten hidden defense plan cards for the defender; each objective encourages the invader to consider a particular move, while each defense plan shows the defender different ways to surprise the invader
  • Shorter gameplay than the first edition, with attackers being placed on the board during set-up
  • Gameplay limited to two players only, replacing the team rules in the first edition
  • Streamlined rules and an enhanced rulebook
  • Improved components, such as a larger game board and new better artwork

  • Theseus: The Dark Orbit Board Game

    Theseus: The Dark Orbit Board Game

    Theseus: The Dark Orbit puts players in the heart of a conflict between five factions trapped on the eponymous space station in deep space. Only one can survive?

  • Command the marine forces! Use deadly weaponery, setting traps and mines in corridors to defend the human race.
  • Command the alien race! Use secret passages and ventilation ducts to launch surprise attacks and grow small aliens to take control of the station.
  • Command the scientists! Use computers and technological devices to gather data and record information about other inhabitants of the station.
  • Command the Greys race! Use their mind powers to control the enemy and use them for your own purposes.

    The fifth faction? It?s a mystery. It?s precisely why you made the trek to Theseus, and it?s precisely why you will die?

    In Theseus: The Dark Orbit, players move their pawns around the space station and activate the abilities of different rooms. Every move you take changes the movement possibilities of your opponent. On your turn, you need to think about which room you want to reach and (in addition) how to mess your opponent?s movement, which leads to great choices and meaningful decisions.

    Rooms abilities change during the game as players install trait cards that give rooms new abilities and skills. Players create Theseus during gameplay by placing traps, smart guns, secret passages and many other features. In every game Theseus looks different; in every game it?s deadly for you in a new way?

    Rules for team play allow players to engage in incredibly emotional 2-vs-2 battles. With perfectly balanced factions, players will be able to fight engaging and deadly battles as a teams. Each faction has a unique deck of cards, and before the game starts, you discard ten cards from the deck. In basic mode you discard at random, while in tournament (master) mode you choose cards and build your deck. With five factions and 110 cards, the game can provide years of unique experiences.

  • Theseus: The Dark Orbit Board Game: Hunters Expansion

    Theseus: The Dark Orbit Board Game: Hunters Expansion

    Theseus: The Dark Orbit ? Hunters, the second faction expansion for Theseus, contains a faction that employs trickery and subterfuge to their advantage. Hiding in the shadows, the Hunters can steal bonus cards and upgrade tokens, use enemy cards through hacking, and remotely trigger their own action cards. The Hunters also have the unique ability of leaving Theseus by hiding in their capsule just outside the space station.

    Tides Of Madness Card Game

    Tides Of Madness Card 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.

    Tides Of Time Card Game

    Tides Of Time Card Game

    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.




    © Spiral Galaxy Games 2008 - 2016