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Components

  • 24 heavy clouds
  • 24 magic wands
  • 1 game summary
  • 15 amulets
  • 17 landscape tiles
  • 8 storm clouds
  • 1 game board (double-sided)
  • 60 potions
  • 10 pawns
  • 5 victory point markers
  • 60 playing cards:

Object of the Game

Players become witches, druids and gatherers, producing powerful potions and delivering them by Broom Service throughout the magi- cal realm. Round after round, enchanted rivals choose four of ten role cards. Each card has a brave and cowardly action.

The brave actions are most rewarding, but carry grave risk of being lost to opposing players. The cowardly actions are less profitable, but safer. …


Roll for the Galaxy is a dice game of building space empires. Your dice represent workers who develop new technologies, settle worlds, and ship goods. The player who best manages his workers and builds the most prosperous empire wins!


Components

  • 5 dice cups
  • 5 credit markers
  • 5 player mats
  • 5 player screens
  • 5 phase strips
  • 9 faction tiles
  • 9 home world tiles
  • 111 custom dice
  • 55 game tiles
  • 1 cloth bag
  • 33 victory point (VP) chips
  • 5 phase tiles
  • rulebook

Object of the Game

In Roll for the Galaxy, each player creates a galactic civilization by recruiting workers (represented by custom dice) to settle worlds and build developments (represented by game tiles), over several game rounds. …


Nemesis is a semi-cooperative game where you and your crewmates must survive on a ship infested with hostile organisms.

To win the game, you will have to complete one of the two objectives dealt to you at the start of the game and get back to Earth in one piece.

You will find many obstacles on your way: swarms of Intruders (the name given to the alien organisms by the ship AI), the poor physical condition of the ship, the other players that will have their own agendas and , sometimes, just cruel fate. …



Components

  • 24 Wooden Hippos (six each in four colors)
  • 1 Wooden Hoop
  • Instructions

Object of the Game

Be the first person to land four of your hippos into or under the wooden hoop when it stops spinning.


Setup

Note: This game plays best on smooth flat surfaces, like wood tables and floors.

  • Give each player six hippos of one color. Place any extras back in the box.
  • Line up your hippos, flat-side-up, in front of you.
  • Place the wooden hoop in the center of the playing area.

Game Play

Hula Hippos is played in rounds. To start the first round, hold the hoop upright between your thumb and forefinger and give it a good spin onto the playing surface. …


Attacking is moving your ships to a planet with another player's ships, using a Skirmish, Advance, or Concentrate action.

The only way to move your ships to a planet with another player's ships is by attacking.



Attack results in a battle. The player who is currently resolving the action is the attacker and the other player who has ships at the planet is the defender.



Tactics Cards

There are three types of Tactics cards - Basic Tactics, Hero Tactics, and Advanced Tactics. For the purpose of resolving a battle , they work in exactly the same way. …



Components

  • 1 Tri-fold board
  • 2 Token trays
  • 48 Park cards
  • 10 Season cards
  • 12 Year cards
  • 36 Gear cards
  • 15 Canteen cards
  • 10 Hikers
  • 5 Campfires
  • 1 Camera
  • 1 First Hiker Marker (
  • 15 Forest tokens
  • 15 Mountain tokens
  • 9 Event cards
  • 10 Trail Sites
  • 1 Trailhead and 1 Trail End
  • 30 Sunshine Tokens
  • 30 Water tokens
  • 12 Wildlife tokens
  • 28 Photos

Object of the Game

Players take on the roles of two Hikers as they trek across different Trails during the four Seasons of a Year.

Each Trail represents a different Season, and as each Season passes, the Trails change and grow steadily longer. …


The Master Chocolatier mini-expansion is part of the Kickstarter edition and includes 4 new factory Parts, 5 new Department Stores, and 6 new Employees. These cards are compatible with the Factory Manager solo game.


Factory Parts

During setup, shuffle the new Parts into their respective Factory Part deck (A or B). Randomly remove 2 Parts from each deck before you stack the two decks of Parts face down on the Bookkeeping board. Put the removed cards back in the box.


Move any 1 chocolate

The new Parts introduce a new action. When you use this function, you may move any one chocolate on the conveyor tile immediately above or below this Part to any other conveyor tile in your Factory. …


Peaceful realms, charming neighbors, and restful cemeteries. An idyllic world, but a world of the past.

Skeletons emerge from the cemeteries. They traverse the forests to invade your realm. They are just scouts; teeming hordes are coming.

You quickly realize that your neighbors will not help you - quite the contrary - and that only your traps could ward off the enemy. You build walls, release the dragon, use magic, and even yield the treasure of the realm.

Your best asset is, without doubt, your hero, ready to throw himself into the heart of battle to slay these stupid piles of bones that defile your lands. …



Components

  • Game Board
  • 6 Player Faction Sets
  • 112 Cards
  • 156 Spice Tokens
  • Destroyed Shield Wall Token
  • Storm Marker
  • Game Turn Counter
  • 5 Special Emperor Forces
  • 3 Special Fremen Forces
  • Bene Gesserit forces
  • Sandworm Token
  • Kwisatz Haderach Card and Counter tokens
  • Quick Start Guide
  • Quick Reference Cards
  • Rulebook

DUNE has been divided into a Basic and Advanced Game. Learn and play the Basic Game several times before venturing into the Advanced Game.

Basic Game


Object of the Game

Each faction has a set of unique economic, military, strategic, or treacherous advantages. The object of the game is to use these advantages to gain control of Dune. The winner is the First Player to occupy at least 3 strongholds with at least one of their forces during the Mentat Pause Phase. …


The ancient Galactic Realm, ruled from the Core Worlds of the galaxy, is waning.

The barbaric kingdoms that lie beyond the galactic frontier are now amassing their strengths, choosing this pivotal moment to strike at the heart of the fading republic. They seek to establish new empires built upon the ashes of decaying civilizations.

But these outer systems are not yet strong enough to engage the forces of the Core Worlds directly. The young kingdoms must first gnaw at the edges of the crumbling frontier, developing new types of units and shrewder tactics. …