Ticket to Ride Play Pink, Dune, Eldritch Century RPG, Stargate RPG, Cascadia, The Crew and More!

Ticket to Ride: Play Pink Train Set

Ticket to Ride Play Pink is a fundraising charity project led by Days of Wonder and Asmodee to support research against breast cancer around the world. This is a full set of trains and stations to play Ticket to Ride and Ticket to Ride Europe with a new, unique pink color and a new shape of trains that come in a gorgeous tin box. This product is a limited edition. This product requires Ticket to Ride or Ticket to Ride Europe to use.

Patchwork: Halloween Edition

So many pieces of cloth and eyeballs lying around – time to make a spooky, Halloween-themed quilt out of them! This requires significant effort and time and a steady supply of eyeballs, of course. The player who picks the best patches and combines them the most skillfully into a patchwork quilt wins the game.

Dune: House Secrets

Featuring the co-operative game system used in Portal’s award-winning Detective: A Modern Crime Board GameDune: House Secrets delivers a deeply thematic experience that drops one-to-four players in the middle of the highest stakes unfolding on the harsh desert planet of Arrakis.

In this story-driven adventure game, players take on the roles of rebels who must solve a series of challenging missions with a finite amount of time and resources. Players cooperatively make decisions on how to progress the story as they decide to explore different regions of the world, follow leads, leverage allies, and overcome opposition of all kinds. During gameplay, players use a variety of physical and digital game components — a deck of cards with essential clues and plot twists, a dozen physical handouts, and a dedicated website with additional resources — to steer the narrative in fun and surprising directions for a truly immersive experience.

Beginning with an introductory prologue designed to get players acquainted with the massive Dune universe, the game then continues with three big adventures, each taking roughly two-to-three hours to play. During each episode, players can earn experience points to level up their characters in between missions and unlock new options in future gameplay. Each adventure can be played separately as standalone episodes, yet should players complete all three episodes, they will unravel a master game narrative with an epic climax and unforgettable resolution with lasting impact on the future two games in the trilogy.

Mystery Loot – Trick or Treat Oversized Metal Die & Enamel Pin

Each mystery loot comes in a small package ready to rip open and contains 1 of 6 slightly oversized (20mm) metal D20s and an enamel pin. The theme is trick or treat – each pin features a cute or scary version of a classic fantasy RPG monster dressed up to go trick or treating.

Oversize Dice: d6 Glow in the Dark Gelatinous Cube 19mm

Our Chunky Gelatinous Cubes glow in the dark! The number of dungeon debris items on the face equals the numerical result.

Oversize 7 Die Polyhedral Sets

Chonky Cats and Big Dragons are here! The 7 Die polyhedral sets are scaled up to 19mm – 23 mm! Choose from over 20 different styles!

Eldtritch Century RPG (5E)

A two-book slipcase holding the Wounded Earth. Eldritch Century is a sci-fi horror roleplaying game where each player will take on the role of one of the many agents in a 1986 alternate Earth where a great fog has swallowed Europe. Inside all has been corrupted past the veil of sanity; outside, the world as come together in factions. These factions, political agreements and alliances among nations, are in an eternal struggle for power and growth each with its own agendas and grey moralities.

The first book, Expeditions, is a compilation of rules. Here, the Draco system is exposed, a d20-based system that links the universe to the rules of the fifth edition of the world’s most famous role-playing games. It also details the power system, which allows for players to modify their powers for a plethora of effects. The second book Almanac, detail the factions that make up the world, their famous characters, their personalities, and their technologies and powers.

Stargate: SG-1: RPG Core Rulebook

Greetings, Traveler. You’ve been recruited by Stargate Command (SGC) to defend the galaxy against the Goa’uld System Lords. Stationed at the secret Phoenix Site, you now embark upon your training within the Stargate program. Each adventure through the Stargate opens a journey to known and unknown worlds where the future of civilizations may be decided. Your decision to join our cause is greatly appreciated by the Tau’ri and the people of the Milky Way galaxy. This Core Rulebook will serve as your guide. Use it to aid in your training for our explorations and in battles to come. The Stargate SG-1 Roleplaying Game is a sci-fi tabletop game, where you assume the role of a Stargate team member, working with a secret off-world Stargate Program – designated Phoenix Site. As a member of the Stargate Phoenix Site, you and your teammates will go on missions guided by a Gatemaster to explore new worlds and cultures, obtain new technologies, and fight to preserve freedom across the Milky Way Galaxy.

  • Create your own character by choosing from 5 Races, 6 Classes, and a multitude of possible Origins.
  • Classless Leveling: Post level 5, you can start to cross-train your character and choose from a wide variety of Feats that allow you to mold your character just as you’d like.
  • Participate in new plot and action Encounter types such as Convince, Research & Development, Aerial Combat, Pursuit, Firefight, and many more.
  • Create your own Stargate stories and use our new Campaign System that guides you on how to create a campaign like you would a TV Series of your very own.
  • Familiar 5th edition d20 base rules that have been highly adapted to fit a modern sci-fi setting.
  • Focus on social and plot mechanics with the addition of Determination Points and Moxie for social turn order.
  • Catch-up on the state of the Universe with a Stargate Program Brief chapter which details all we know leading up to season 7. This includes new Goa’uld, planets, allies, and life forms.

Brancalonia RPG (5E)

Brancalonia RPG is the “Spaghetti Fantasy” setting for the 5th Edition of the most famous role-playing game of all time. Set in a “back-to-front” version of Medieval Italy, this unheroic, picaresque and roguish world quotes, collects, and mixes references from contemporary Italian fiction and over a hundred works of Italian fantasy tradition, pop culture, and collective imagery, such as Collodi’s Pinocchio, Dante’s Divine Comedy, Spaghetti Western and other classic Italian movies, or video games set in the Bel Paese.

The Brancalonia RPG Setting Book consists of 192 richly illustrated full-color pages, with maps, characters, antagonists, monsters, and other images evocative of the Kingdom. In it, players will find a general description of the Kingdom, its history and main regions.

They can choose from five new playable races, in addition to the Human, taken from Italian tradition and folklore: Gifted, Malebranches, Marionettes, Morgants and Sylvans.

There are twelve new subclasses, each adapted to the Kingdom and strongly characteristic of Italian history, tradition, and folklore. Many typical features of Brancalonian Knaves are introduced, as are new Talents, Equipments, Rules, and Magic Items.

The volume also includes Search of Quatrins, a collection of 6 adventures set in different parts of the Kingdom.

Cascadia

Cascadia is a puzzly tile-laying and token-drafting game featuring the habitats and wildlife of the Pacific Northwest.

In the game, you take turns building out your own terrain area and populating it with wildlife. You start with three hexagonal habitat tiles (with five types of habitat in the game), and on a turn you choose a new habitat tile that’s paired with a wildlife token, then place that tile next to your other ones and place the wildlife token on an appropriate habitat. (Each tile depicts 1-3 types of wildlife from the five types in the game, and you can place at most one tile on a habitat.) Four tiles are on display, with each tile being paired at random with a wildlife token, so you must make the best of what’s available — unless you have a nature token to spend so that you can pick your choice of each item.

Ideally you can place habitat tiles to create matching terrain that reduces fragmentation and creates wildlife corridors, mostly because you score for the largest area of each type of habitat at game’s end, with a bonus if your group is larger than each other player’s. At the same time, you want to place wildlife tokens so that you can maximize the number of points scored by them, with the wildlife goals being determined at random by one of the three scoring cards for each type of wildlife. Maybe hawks want to be separate from other hawks, while foxes want lots of different animals surrounding them and bears want to be in pairs. Can you make it happen?

Wrong Party

Consider this your invitation to Wrong Party! In this delightfully quirky draft-style card game, compete with your friends to create the GGLOAT—that is, the Greatest Guest List of All Time—by choosing from a variety of mismatched characters and party themes. Will you host the perfect party or kill the vibe?

  • 2-5 player card game
  • 30-60 minute playtime
  • Ages 12+
  • Box contains: 152 game cards, 1 Score Tracker, and 5 Party Hats

What happens when you invite a Baby, your Dentist, a Drug-Sniffing Dog, and a Mall Santa to Slay a Dragon? And what Murder Mystery Party would be complete without a Proud Mom of an Honor Roll Student and a Cult Leader butting heads? If the front row of your Royal Wedding doesn’t feature a Killer Clown, are you really doing it right?

In Wrong Party, players earn points by matching a wide range of characters to different Party Themes while actively sabotaging their opponents. Send cards to your Party Area or Uninvited Guests pile, and then pass on the rest of your hand to the next player. Once your Party Area is full, it’s time to count up your points. The player with the most points after 3 rounds wins the game. Don’t let your party flop!

The Crew: Mission Deep Sea

In the trick-taking card game The Crew: Mission Deep Sea, you and the other players work together to search for the lost continent of Mu. This new adventure takes your crew deep down into the abyss on a search for the fabled sunken land. How far you get depends entirely on how well you work together as a team. Card by card, trick by trick, your search party will discover the challenges that lie ahead and forge a path to Mu.

This new version of The Crew has the same innovative co-operative trick-taking mechanism as the highly lauded original game — but with some exciting new surprises! While communication between your crew members is severely limited by your submerged state, it is also critical to your success; finding the hidden land in the murky depths depends not only on winning tricks, but also on carefully negotiating the order in which they are won. If things don’t go as planned, you might just be able to salvage the operation, but it will take near flawless execution and perhaps a little luck to finally reach Mu.

Clash of Cultures: Monumental Edition

Clash of Cultures: Monumental Edition brings back the classic game of exploration, expansion, and development with the Clash of Cultures base game and the Civilizations and Aztecs expansion in one box! Grow your civilization, advance your culture and tech, and leave your mark by building wonders, with this edition of the game including fully-sculpted miniatures of the Seven Wonders.

In Clash of Cultures, each player leads a civilization from a single settlement to a mighty empire. Players must explore their surroundings, build large cities, research advances and conquer those who stand in the way. The game features a modular board for players to explore, 48 distinct advances, seven mighty wonders, and loads of miniatures and cards. The winner will create a culture that will be remembered and admired for millennia.

NATO: The Cold War Goes Hot – Designer Signature Edition

NATO, The Cold War Goes Hot, Designer Signature Edition marks the return of a true wargaming classic by Bruce Maxwell. NATO simulates a potential NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980’s. First published in 1983, this game was Victory Games best-selling title, purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the Designer of the records that have come to light since the fall of the Berlin Wall. The game combines highly accurate information on the forces the Warsaw Pact actually had with now de-classified reports from the CIA and the Defense Intelligence Agency regarding what satellite surveillance and HUMINT revealed about their actual plans. The map has also been extensively updated with new satellite geography. Finally, the game system has been reworked to better reflect the fluid, fast paced and deadly nature of modern warfare, while retaining the original intention of simple and intuitive play. Here is the ultimate Cold War game, remastered, and playable in a single sitting.

NATO is a division/brigade level simulation of a Warsaw Pact invasion of Western Europe. The game map depicts the area from Denmark to the Swiss Alps, and from France to Poland. The time frame covers the first 14 days of war, after which one side or the other has usually run out of an army. The game offers four different Scenarios, covering 1) a surprise attack from a standing start, 2) an attempt by the WP to quietly prepare without tipping NATO off beforehand, 3) an extended buildup of forces by both sides before war breaks out, and 4) an introductory scenario covering the invasion of Denmark.

Each Scenario can be played with an Order of Battle from 1983, when NATO was still relatively weak, or with an Order of Battle from 1988, when NATO had rearmed and reorganized and was at the peak of its strength. The difference is impressive.

The game features infantry, armor, airborne and airmobile troops, marines, with easy mechanics to leverage combined arms operations. It also has extensive options for employing air power, chemical weapons and, for the truly desperate player, a last resort to nuclear weapons. The combat system is built around the concept that the best defense is a good offense, and features artillery, tactical and operational air strikes, reserves, counterattacks and deep exploitation, allowing for a rich set of tactical nuances in play. This is not a game where the WP attacks and NATO defends. Both players have to attack relentlessly if they want to defeat their opponent.

This Designer Signature edition of the classic Bruce Maxwell game has been upgraded with new units, new scenarios, new terrain, new tables and new player aid cards. Additional enhancements introduced in this edition include:

• Super-sized components feature 9/16” counters and two game maps with larger hexes
• Game map information has been updated and includes all-new map artwork
• New units have been added, unit information has been updated and all units produced with new artwork
• Existing scenarios have been updated and two new scenarios added
• Orders of Battle are provided for all Scenarios both 1983 and 1988, allowing players to see the impact of the Reagan Era rearmament programs
• The game system has been redesigned and the new rules include extensive illustrations, examples of play and Designer’s Notes to aid clarity
• Each rules section now begins with a summary, allowing experienced players to skip many rules sections that embody classic game mechanics they already know
• Rules details and restriction have been summarized graphically in Player Aids for faster reference and easier play
• Enhanced ergonomics are provided for Scenario set up and Reinforcement charts
• A new set of Designer’s Notes contain a wealth of historical information on what the West discovered after the Warsaw Pact collapsed and most of its members joined NATO.

Night of the Ninja

Night of the Ninja is a fast-paced game of deadly secrets, midnight assassinations, and paper-thin alliances. In Night of the Ninja, your mission is to defeat a rival ninja House …if you can figure out who they are! Each round, you choose your ninja role: a Spy or Fortune Teller gains valuable information, but only a Shinobi or Blind Assassin can cut down an opponent. To win, you’ll have to trick your opponents, figure out who can’t be trusted, and fight for your House!

Night of the Ninja supports 4-11 players, and a single round can play out within 5 minutes. Created by Justin Gary (AscensionShards of Infinity), it’s designed to appeal to anyone from novice gamers to social deduction enthusiasts. Every card features papercraft art by Ben Charman, intricately hand-cut and photographed to create a unique, evocative visual style.

Night of the Ninja offers several twists on the social deduction genre. The team-based play means you can win Honor even if you die, as long as your House prevails. Each round begins by drafting Ninja cards, and no role is strictly better than others. The deadliest cards are also the last to be played, and gathering information can be as valuable as assassinating another player.

Night of the Ninja contains everything needed for up eleven players: 33 Ninja cards, 11 House cards, 11 Player standees, and 35 Honor tokens.

Kokopelli

Each player receives a 36 card deck, constructed from 3 each of 12 different ceremony cards (there are 16 different ceremonies in the base game).

Each player has a player board with spaces for four ceremonies. Their play area consists of the four spaces of their board, and the two nearest spaces on their left and right neighbors (for a total of 8 spaces). On a turn, they may draw a card, start a ceremony on personal player board, as long as there is not a ceremony of that type on in their play area; or play a card from their hand into any ceremony in their play area. Once started, a ceremony in your player grants a special ability until it is completed.

Ceremonies are complete after the fourth card is played to it, with the player claiming a victory point tile, and putting out a game end token if none is available. When all of the game end tokens have been put out the game ends. The player who has collected the most Victory Points is the winner.

Dungeons & Dragons: Ghosts of Saltmarsh – Board Game

Ghosts of Saltmarsh is an expansion for any standalone title in the Dungeons & Dragons Adventure System board game series, and it features new adventures, map tiles, monsters, traps, and spells. To use this expansion, select your favorite heroes from one of the existing games, then dive into this new campaign!

The King of Keoland, after unsuccessful expansion to the north, has turned his eyes southward, to Saltmarsh, with the intention of turning this village into an important port to increase the stature of his kingdom — but not everyone in the village is happy about the new developments, and old enemies fight for control, unaware of a new enemy about to rear its ugly head.

You come through the town gates and cross Sharkfin Bridge…to the screams of townsfolk and the unmistakable sounds of fighting. You do not know the situation but you are sure you are needed.

Return to the classic gameplay of the D&D Adventure System, with some exciting new changes! You’ll still take on the role of a D&D hero, with thematic skills and abilities, either on your own or as a group of up to five adventurers. You’ll face multiple scenarios in an overarching campaign, evolving and leveling up your character on the way. You’ll explore treacherous dungeons, avoid deadly traps, and defeat terrifying monsters. You can also play your favorite scenarios on their own as a standalone experience!

Ghosts of Saltmarsh includes eight new highly-detailed Sahuagin miniatures, including two powerful new villains to encounter in your adventures! You’ll add these to the miniatures from your Adventure System Games to populate the board, using included tokens to represent any monsters you may not already have. (If you do own the related games, feel free to replace the token with the appropriate miniature!)

In addition to the “exploring” adventures familiar to fans of Adventure System games, where tiles come out one by one, there are adventures that take place in the town of Saltmarsh itself, a set map made up of six double-sized tiles, where you’ll fight to keep villagers safe from monsters after their own ends. It’s an exciting and different game mode, where without exploration, the new Adventure deck provides the challenges and surprises that stand between the Heroes and success.