This fourth Wingspan expansion explores the birds of Mexico, Central America, South America, and the Caribbean. This incredibly biodiverse and abundant region is home to more than 3,000 bird species, including the birds with the smallest and largest wingspans in the world (the Bee Hummingbird and Snowy Albatross, respectively).
Hummingbirds make up about one tenth of the bird species in Latin America, delighting birders with their quick movements and shimmering feathers. Designer Elizabeth Hargrave and artists Natalia Rojas, Ana Maria Martinez Jaramillo, and Martha Clare highlight them in this expansion with a new type of card that adds a twist to gameplay.
Wingspan Americas' components include 111 new bird cards plus 40 hummingbird cards (and their related boards and mats), 8 new goal cards, 5 double-sided goal tiles, and an Automa solo mode. This expansion requires the core Wingspan game (or Wingspan Asia, which is a standalone game for 1-2 players).
Players are transported to the nostalgic setting of the early 1990s, where they step into the shoes of children balancing multiple activities such as earning pocket money, studying, and immersing themselves in the captivating world of 16-BIT gaming. From flipping through video game magazines to renting games, asking your parents for gifts and spending hours pushing buttons, the game captures the essence of that era.
Inspired by the best-selling and award-winning War of the Ring board game, War of the Ring: The Card Game allows players to journey to the world of J.R.R. Tolkien’s The Lord of the Rings and create their own version of the dramatic conflict between the Dark Lord, Sauron, and the Free Peoples of Middle-earth.
In War of the Ring: The Card Game, up to 4 players compete in two teams, the Shadow against the Free Peoples, each player using a specific and different card deck representing the strengths and weaknesses of the different factions involved in the war.
The Free Peoples desperately try to complete their quest to destroy the One Ring, while at the same time defending their homelands from the encroaching hordes of Sauron and from his evil allies.
The Shadow players must strike quickly and decisively, before the Ring-bearers can complete their quest; or try to slowly corrupt Frodo, burdening him with wounds, toil, and the sorrow for the loss of his Companions.
During the game, players will take turns playing cards representing the characters, armies, items, and events of the War of the Ring. Each card they play will help or hinder the journey of the Fellowship as it progresses on its Path; or be used to defend or conquer the strongholds of Middle-earth, as they fight to control the new Battleground cards activated in each round.
The Bordeaux alternative board expansion to Viticulture offers players a starting boost, 4 full worker placement seasons, a wake-up chart full of benefits, a major new “expert” action that permanently upgrades an action for you, revisions to existing actions, a trade market, face-up vine and wine order cards to choose from when drawing, and end-game conversion of grapes, wine, and coins to victory points.
--Compatibility: This expansion is compatible with most modules in other expansions (Tuscany structures and special workers, Moor Visitors, and Rhine Valley).
--Box Fit: The new board easily fits into the Viticulture box (or the Wine Crate), especially since the back side is the original Viticulture board, allowing it to permanently replace the space that board currently occupies in the box.
--Not Standalone: The Viticulture core game is required to play the Bordeaux expansion.
This second expansion for Ian Brody's War of the Ring: The Card Game introduces new scenarios to the base game, including one that allows to play with up to six people.
In addition to that, War of the Ring: The Card Game – Fire and Swords features 60 faction cards, 9 new paths, 9 new battlegrounds, and 13 skirmishes, a new type of battleground to represent the smaller settlements and fortifications of the War of the Ring, places like the Fords of Isen and Bree. This expansion adds three new factions to the game: Northmen for the Free Peoples; and Easterlings and Ruffians for the Shadow.
For centuries, the Novarchs, descendants of the royal House of Novarchon, have ruled with an iron fist over the feudalistic galactic empire of humankind, the Domineum. During this time, they brought stunning technological innovation and scientific advancements to their domain. This accelerated progression helped the Domineum reach — and eventually inhabit — even the farthest segments of the known galaxy, where new Houses emerged to govern the outer sectors of the empire. As the House of Novarchon grew in power, so grew the religious cult that surrounded them, proclaiming grim prophecies about an ancient cosmic being from another dimension: the Voidborn.
Many thought it to be only a myth, but in truth, it was the Voidborn's dark influence that granted the Novarchs the sheer knowledge to achieve rapid expansion for the empire. While the cult of the Novarchs envisaged eternal life through the otherworldly entity, the Voidborn's only intention was satiating its eternal hunger. And so, when the Domineum had achieved a vastness fitting the Voidborn's craving, interdimensional rifts opened at the heart of the Domineum to unleash cosmic corruption. As the House of Novarchon and its followers welcomed the Voidborn and sought their false salvation, the entity infected and spread and seized control over the inner worlds. Now, it is time for the remaining Great Houses to purge the galactic corruption, prevent the Voidborn from fully manifesting in our dimension, and to ultimately overcome the chaos as the new rulers of the Domineum.
Voidfall is a space 4X game that brings the genre to Euro enthusiasts' tables. It combines the tension, player interaction, and deep empire customization of the 4X genre with the resource management, tight decisions, and minimum-luck gameplay of an economic Euro. Win by pushing back the Voidborn in the solo/coop mode, or by overcoming your rivals' influence in restoring the Domineum in the competitive mode — both using the same rule set and game system. Variability is ensured not only by multiple playable houses with their own strengths and weaknesses, but also by many different map set-ups for all game modes.
As the leader of a defiant Great House, you play through three cycles, each with a game-altering galactic event, a new scoring condition, and a set number of focus cards that can be played. Focus card decisions and sequencing is the centerpiece of the gameplay. By selecting two of their three impactful actions as you play them, you develop and improve techs; advance on your three house-specific civilization tracks; manage your sectors' infrastructure, population, and production; and conquer new sectors with up to five different types of space fleets. Space battles are fought either against the Voidborn's infected forces (which are present as neutral opponents even in the competitive mode) or against other players. Instead of relying on the luck of a die roll, battles in Voidfall are fully deterministic and reward careful preparation and outsmarting your opponents.
A mysterious wanderer has arrived in Magoria, and with him, the rules of illusion are changing. The Arcanist’s power grants new ways to perform, with supernatural workers aiding magicians and Enchantments transforming tricks into something far beyond mere sleight of hand. Arcane Shards provide an untapped source of power, while the Arcanist’s shifting influence brings dynamic challenges each round. Those who dare to embrace the unknown will rise above the rest.
Trickerion: Arcane Arts expands Trickerion: Legends of Illusion with new worker types, new ways to prepare Tricks, and a twist to the game's Action economy through Arcane Shards. The Arcanist, a wandering master of forgotten arts, moves between the Downtown, The Market Row, and the Dark Alley, and wherever he stops, players gain access to a set of Arcane Actions. Through the Arcanist, magicians can now recruit four new Supernatural Workers - the Specter, Golem, Trickster, and Shapeshifter - each with unique abilities. These workers follow special assignment rules, making them efficient but requiring careful planning.
The expansion also introduces Enchantments, a new mechanic that allows players to modify their tricks permanently. By spending Enchantments instead of owning certain components, players can enhance their performances with lasting magical effects. Each Enchantment grants a bonus whenever its trick is performed. Additionally, players can now acquire Arcane Shards, an advanced resource that functions similarly to Trickerion Shards but offers increased action efficiency, even in the Theater.
With its' new action economy, customizable tricks, and powerful supernatural allies, Trickerion: Arcane Arts offers a fresh, dynamic experience while seamlessly integrating with the base game and its expansions.
Trickerion is a competitive Euro-style strategy game set in a fictional world inspired by the late 19th century urban life and culture, spiced with a pinch of supernatural.
Players take on the roles of rival stage illusionists, each with their own strengths and characteristics. They are striving for fortune and fame in a competition hosted by a legendary magician, looking for a successor worthy of the mighty Trickerion Stone, which is fabled to grant supernatural power to its owner.
Using worker placement and simultaneous action selection mechanisms, the Illusionists and their teams of helpers — the Engineer, the Assistant, the Manager, and a handful of Apprentices – obtain blueprints and components for increasingly complex magic tricks, expand the team and set up performances by visiting the Downtown, Dark Alley, Market Row and Theater locations on the main game board depicting a late 19th century cityscape.
The tricks are stored and prepared on the Magician's own Workshop game board, while the performances themselves take place at the Theater in the form of a tile placement mini-game with lots of player interaction. The performances yield Fame points and Coins to their owners based on the tricks they consist of. Fame points have multiple uses, but they also serve as a win condition - After turn 7, when the last Performance card is revealed, the game ends and the illusionist with the most Fame points wins.
The game offers 48 different Tricks to be learned from the Optical, Spiritual, Mechanical and Escape categories, over 90 character abilities, and 40 Special Assignment cards that influence the actions taken at the various game locations. The base game can be expanded with two optional rule modules to add further strategic depth to the game.
The "Dark Alley" expansion included in the base game adds a new location to the game. It also comes with 48 new Special Assignment cards, a new tier of Tricks, and 27 Prophecy tokens that can alter certain game rules turn by turn, giving the game additional variety.
Tzolkin: The Mayan Calendar presents a new game mechanism: dynamic worker placement. Players representing different Mayan tribes place their workers on giant connected gears, and as the gears rotate they take the workers to different action spots.
During a turn, players can either (a) place one or more workers on the lowest visible spot of the gears or (b) pick up one or more workers. When placing workers, they must pay corn, which is used as a currency in the game. When they pick up a worker, they perform certain actions depending on the position of the worker. Actions located "later" on the gears are more valuable, so it's wise to let the time work for you – but players cannot skip their turn; if they have all their workers on the gears, they have to pick some up.
The game ends after one full revolution of the central Tzolkin gear. There are many paths to victory. Pleasing the gods by placing crystal skulls in deep caves or building many temples are just two of those many paths...