Evacuate a besieged starfleet, navigating external threats and internal allegiances
Revenant is a standalone, competitive worker placement game of shifting allegiances, set in the Voidfall universe. Players take on the role of rival admirals coordinating the defense of a fleeing starfleet, and competing to earn influence with the factions that stand to survive the journey.
Across four rounds, players assign crew to ships throughout the fleet, from which they will fight corrupted ships, explore planets in search of resources, upgrade their ship and crew, deploy new vessels, and more. Each ship is affiliated with one of the Great Houses, and each time you assign crew there, you gain influence with that House.
The journey won’t be an easy one. The Voidborn’s corrupted forces will continuously attack the fleet, dealing damage to various ships at the end of every round. You can take your part in protecting the fleet by destroying enemy ships, repairing friendly vessels or maneuvering them to safe areas, or ultimately activating the Revenant’s hyperdrive to jump to a safer sector. Regardless of your efforts, there will be casualties - you have to make sure that the Houses you have influence in are protected above others.
Revenant spices up the resource management and engine-building of a mid-weight euro with dynamic tactical challenges, constant player interaction, and shifting allegiances.
Bluff (and call bluffs!) to victory in this card game with no third chances
You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive...
In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.
Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers:
Duke: Take three coins from the treasury. Block someone from taking foreign aid.
Assassin: Pay three coins and try to assassinate another player's character.
Contessa: Block an assassination attempt against yourself.
Captain: Take two coins from another player, or block someone from stealing coins from you.
Ambassador: Draw two character cards from the Court (the deck), choose which (if any) to exchange with your face-down characters, then return two. Block someone from stealing coins from you.
On your turn, you can take any of the actions listed above, regardless of which characters you actually have in front of you, or you can take one of three other actions:
Income: Take one coin from the treasury.
Foreign aid: Take two coins from the treasury.
Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)
When you take one of the character actions – whether actively on your turn, or defensively in response to someone else's action – that character's action automatically succeeds unless an opponent challenges you. In this case, if you can't (or don't) reveal the appropriate character, you lose an influence, turning one of your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you're out of the game.
If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.
The last player to still have influence – that is, a face-down character – wins the game!
A new & optional character called the Inquisitor has been added (currently, the only English edition with the Inquisitor included is the Kickstarter Version from Indie Boards & Cards. Copies in stores may not be the Kickstarter versions and may only be the base game). The Inquisitor character cards may be used to replace the Ambassador cards.
Inquisitor: Draw one character card from the Court deck and choose whether or not to exchange it with one of your face-down characters. OR Force an opponent to show you one of their character cards (their choice which). If you wish it, you may then force them to draw a new card from the Court deck. They then shuffle the old card into the Court deck. Block someone from stealing coins from you.
The fierce competition between Leonardo da Vinci and Michelangelo.
In the bustling Italian city-states of the early 1500s, art was not only beauty but power. Workshops competed fiercely for prestige, fueled by the rivalry of great masters like Leonardo da Vinci and Michelangelo Buonarroti. Artists labored tirelessly to create masterpieces—from sweeping frescoes to marble statues—each work a statement of skill and vision.
These creations were carried across courts and palaces, traveling the Italian peninsula to be exhibited in galleries and public spaces, where they dazzled the eyes of nobles and citizens alike. But art alone was not enough. Success depended on securing the favor of the wealthy and powerful. Through charm, reputation, and spectacle, workshops sought to influence Collectors, drawing them to their galleries and winning their lifelong support.
In Maestro Michelangelo and da Vinci’s workshops compete for fame and aristocratic attention in various courts and galleries across the Italian peninsula. During the game, the two workshops are either represented by a single player or a team of players.
Players take turns resolving their actions, creating Artworks, exhibiting their art across the northern provinces of the Italian peninsula, influencing the taste of the powerful Collectors and competing for publicity of the local elite. The workshop with the most victory points after 4 rounds becomes a winner and is declared the most iconic artist of the Renaissance!
An alchemical competition full of dangerous experiments and arcane discoveries!
In the 19th century, alchemy was regarded as an occult science—a blend of modern discoveries and ancient wisdom. Though the golden age of alchemy has long passed, the dream of bending the laws of nature and creating the Philosopher’s Stone remains alive. A new generation now walks in the footsteps of the legendary Hermes Trismegistus, seeking forbidden knowledge and craving power. Their imagination and resolve are unrivaled. Some view them with fear; others, with awe and admiration. As you take your first steps into the world of alchemy, your goal is to uncover the mysteries hidden since the dawn of time and outshine all others in the quest to become the greatest alchemist the world has ever known.
In Trismegistus, players take on the role of 19th-century researchers who have discovered Trismegistus' notes and attempt to follow his formula for creating the Philosopher's Stone. Over the course of three rounds — representing the years of their doctoral studies — they will perform various experiments, gaining and transmuting metals with the aid of mysterious artifacts. At the end of the game, players are awarded points based on their published research and their knowledge of the primal elements, as well as their progress toward creating the Philosopher's Stone itself.
The new edition features a more accessible and less complex set of game mechanics.
Captain Jessica Kowalski's crew has been offered another offer from the Corporation. Apparently, a ship carrying a precious load vanished a few weeks ago. The mission was simple: locate the ship, assess the situation and make sure the cargo reaches Earth. However, the last log entry was rather unsettling. She recorded: the AI of the ship detected alien lifeforms, labelled Intruders, aboard. Silence is scarier than usual…
Side Quest: Nemesis is a game of puzzles and enigmas by the designers of the Escape Tales series, but now in the Nemesis universe. SideQuest: Nemesis offers captivating puzzles, an interesting scenario and difficult choices to make while under pressure. The game will test your creativity, your perception, your open-mindedness. Be aware the silence aboard is not a good sign and intruders are hiding in the darkness. Complete your mission and avoid being contaminated at all costs!
Radlands is a competitive, dueling card game about identifying fiercely powerful card synergies.
Act as the leader of your post apocalyptic group of survivors in a tooth-and-nail fight to protect your three camps from a vicious rival tribe. If all of them are destroyed, you lose the game.
The main resource in the game is water. You will spend it to play people and events, and to use the abilities of cards you already have on the table. People protect your camps and provide useful abilities, while events are powerful effects that take time to pay off.
Both players draw cards from the same deck. All cards can either be played to the table or discarded for quick “junk” effects. To win, you will need to manage your cards and water wisely.
In Cascadia: Landmarks expansion, players create sprawling habitats and place beautiful natural landmarks within them. Landmarks give each environment its own look and feel, while also providing dynamic endgame scoring bonuses!
In addition to the Landmarks module, this expansion includes more unique wildlife scoring cards and habitat tiles to add variety and enough components to play Cascadia with 5-6 players.
It's time for a new generation to take over the dungeons! In Boss Monster Junior, little monsters take on the dungeon-building and hero-scaring adventures.
Collect coins to pay for rooms in your dungeon, draft heroes to visit your dungeon, and slay them to collect their treasures! Each treasure is worth 1 Victory Point, and whoever has the most of each treasure type gains 3 Victory Points at the end of the game.
As a standalone game, Boss Monster Junior contains everything needed for 2-4 players.
Compete to collect pieces of glass and place them strategically in your shop
Welcome to River Valley! The beautiful pieces of glass that can be found along the river here have attracted the most entrepreneurial of woodland creatures to set up shop.
In River Valley Glassworks, you play as one of these pioneers, drafting glass from the market of river tiles. To do so, you have to play a piece from your inventory into the river. Each river tile can take only a specific shape, and you must play into a space adjacent to where you want to draft from. After you pick up your glass, the river shifts forward, revealing new pieces and new opportunities.
Store the glass you pick up strategically in your shop. Depending on how the glass pieces are placed, your score will change drastically. Fill in rows and columns to gain bonus points, but don't draft too many of one type to avoid negative points!
In Gruntz, you'll command units like infantry, tanks, and aircraft with rock-paper-scissors-like relationships. For example, Gruntz are slow-moving and can't defeat all enemy units, but they're the only ones who can capture the control points at the middle of the map. Planes wreak havoc on the battlefield, but carefully placed Anti-Aircraft stop them in their tracks.
When you deploy tanks and trucks, you'll outfit them with different Magnetic attachments! Choose a cannon for extra firepower, or a cargo hold to transport troops. This flexibility creates awesome counterplay and tactical decision-making.
Capture the zones in the middle of the board to gain points. First to three points wins!
A tranquil summer camp deep in the woods turns into a blood-soaked nightmare. Shadows stretch long under the moonlight, and somewhere out there, a killer is stalking the cabins with a crimson blade. You and your companion must gather your courage and supplies to escape this slasher’s hunt. Your only chance is to work together, outsmart the darkness, and survive the night.
The Slasher is a cooperative trick-taking game for two players that blends deduction, tension, and cardplay. Players face off against the game’s system by playing tricks under restrictive and evolving conditions, attempting to collect sets of cards that represent survival items. Each trick is both an opportunity and a risk—players must navigate limited communication and mounting pressure as they explore locations, avoid deadly encounters, and gather what's needed to escape. The killer's unseen presence looms throughout, forcing tight cooperation and tough choices with every hand.
From the heart of Prague’s Old Town, the ancient Astronomical Clock, known as the Orloj, marks the passage of time with its intricate mechanism and enigmatic figures. A marvel of medieval technology that has endured to this day.
In this game, you take on the role of a master builder competing to leave your mark on history by adding the legendary and majestic calendar to the ancient Orloj. Precision, balance, and knowledge of the cosmos will be the keys to completing this complex task.
With every gear, sphere, and zodiac sign you assemble, you will be one step closer to finishing this masterpiece that will mark time in the city for generations.
Each turn, players will place workers on the clock's dial to gain resources and perform actions with the goal of building the Orloj calendar. In addition to hiring assistants, during the game, players will construct the apostles' carillon and develop their knowledge across three tracks where experience will enhance their abilities.
The game will end when the calendar is completed. The player with the most harmony points will win the game.
International powers balance is in constant evolution, while newcomers change the map of geopolitical arena. It is time for you to lead your country in this global struggle !
Diplomacy & Dominance add a new strategic layer to World Order with new challenges and game modes which will test your skills. Use new ability, growth and strategic assets cards to spread your influence; fulfill your superpower objective cards which reflect main strategic views of our time; and challenge one or several automas to assert your domination on other superpowers, no matter their number.
Automa rulesNew rules allow you to play solo against one or several automas or to include them into your multiplayer games. With two difficulty levels, they will adapt their challenge to new players and seasoned ones.
New strategic assetsDiscover new tactical possibilities with these 12 new cards.
Superpower objectivesYour objectives now reflect strategic orientations of real-world superpowers.
New ability cards4 new ability cards enhance the game and give more interactions between players.
New growth cards2 new growth cards sets renew your game experience. Replace or combine with growth cards from base game.
This expansion for World Order includes 91 cards, one rulebook, and one double-layered automa board.
An expansion for World Order that adds to the game actual events that took place since 2010, allowing the players to not only see their effect on global relations, but also get the chance to prevent them and change the course of history.
Will you allow Brexit to happen?
Could the tensions in Ukraine have been avoided?
How did the pandemic affect global economies?
Learn about these and many other important events that shaped our times and witness their consequences within World Order!
The year is 2010, and the world is drastically changing. While the once-unrivaled influence of the United States is beginning to wane, other major powers are eagerly stepping onto the stage, ready to claim their piece of the geopolitical pie. In the East, Beijing is rising to become a global powerhouse. Simultaneously, Moscow is entangled in an intricate chess game with Washington, ready to counter its every move. And amidst these tumultuous waters, the European Union is trying to carve out its identity and role in the international stage.
The world is undergoing a drastic shift, while power is being redistributed on a global scale — but who will take the lead in this rapidly changing world order?
The board game World Order simulates modern international relations, with players taking control of one of the four dominant global powers of the 2010s: the United States of America, the People's Republic of China, the Russian Federation, and the European Union. Utilize your diplomatic power, economic strength, and military might to expand your influence across the globe. Form regional alliances, entice other nations through clever economic dependencies, or become the military juggernaut no one dares to mess with.
World Order blends academic theories with thrilling gameplay, creating a never-before-seen experience of international relations! Join the fight and show the other powers that a new era is dawning!
Deep in the tropical jungle to the west of the Everdell Valley lies the country of Emerland, a vibrant land known for its artistic and musical culture, and for its abundance of natural resources, including valuable gems mined from its many underground caverns. Tiny critters found here — mostly insects — are fastidious and clever Helpers, often assisting the larger critters in their work and in optimizing or bringing beauty to their cities and homes.
The jungles are vast and dense, and expeditions into the further realms of the land are undertaken often. There was once a mysterious civilization that dwelt here, long lost to history, but archaeological discoveries are beginning to shed a light on the ancients.
In Emerland, you send critter Workers to various locations on the board to gather resources. You use these resources to play cards face-up in front of you, forming your jungle city and helping you to score points. Each turn, you take one of 6 possible actions: Place a Worker (with or without Helpers), Place a Helper, Play a Card, Use an Artisan Card, Excavate with your Archaeologist or Prepare for Season.
The game ends when all players have reached the end of Spring and can no longer make any actions. The player with the most points wins.
Heroes of Might & Magic III: The Board Game brings the beloved video game to life as an adventure strategy game with epic battles, exploration, and multiple play modes.
Cove expansions brings units from the Cove faction and sea travel and encounters.
The waters and islands of Antagarich teem with pirates' clashing desires. Jeremy and his crew must navigate these treacherous waters, with only luck on their side and the promise of a mysterious artifact at the end of the journey.
Flavor Pack for base game Europa Universalis: The Price of Power
The Flavor Pack contains 9 new Britain and Ireland-themed Events, with 5 of them being alternative Events for England, and 4 of them being generic Events that brings more life to this region of the map.
This add-on contains a full set of Deluxe player components, allowing you to add a 7th player to your Europa Universalis: The Price of Power games.
Box contents:
Deluxe player tray w/ snap-on lid20 wooden Manpower meeples15 wooden Ships40 screen-printed wooden Small Towns8 screen-printed wooden Large Towns1 screen-printed wooden Prestige marker3 wooden Merchant meeples2 wooden cylinders30 wooden cubes1 dual-layered Player Mat2 Army/Fleet Mats1 punchboard with tokens
Defying Destiny is an expansion for base game Europa Universalis The Price of Power
In this Defying Destiny, we will zoom in on a lot of new Realms that we didn't have room to feature in the base game. Some of these will be Realms that took the center stage at a later date than 1444, some will be Realms that had great potential but for various reasons collapsed or faded out of history, and yet others will be Realms that had roles to play throughout the EU timeline but never attained the status of great powers – now, you will have a chance to defy destiny, and bring these Realms the glory they (perhaps) deserved!
Europa Universalis is a strategy board game that gives players a full 4X game experience in a historical setting. Through the strategic use of cards and careful management of resources, you can expand your realm on the map board, while at the same time developing the internal machinery of the state on your player board. You must build diplomatic relations that support your ambition and you can explore far-away parts of the world. By recruiting skilled advisors and carefully investing monarch power in great ideas, province development, and long-term strategies, you may well be able to outshine your historical counterparts.
The goal of the game is to build the most successful empire, and points are scored for (amongst other things) owned provinces, explored territories, diplomatic relations, victories in wars, and secret objectives that have been accomplished.
An unfortunate expansion for an unfortunate fishing game.
Gameplay in Even Deeper Regrets is the same as in the base game with one major exception: you can now choose to start each day Inland in addition to Sea and Port! Inland, you can fish from three River shoals or one Loch shoal, both of which have a higher risk/reward ratio than the Sea. 74 new fish and 25 dinks await inland!
You can also fish an entirely new sea of fish, with 117 brand-spanking new fish to discover. Mix them together with the base game fish or play with just the expansion fish, it's up to you!
New polyps introduce a new mechanic: every polyp is worth more for each other polyp in play.
New items and equipment are available including a new supply type: pets! Pets sit faithfully by your side and offer a persistent benefit - but they can still be lost at sea, so try not to get attached.