Cazboin is a card game in which players try to collect as many points a possible. To do so, they draw and play cards that are worth points, including action cards that may affect opponents' points totals. To play a card, players roll a six-sided die to determine which cards they can play, based on a to-play cost. The game revolves around chance (drawing...
From the publisher: The object of the game is to assemble a "complete" plant or animal cell. This is an educational and fun game simulating the workings of a cell. Each player can complete two actions per turn, which consist of cellular functions like respiration as well as drawing "cell event" cards that simulate important environmental changes. Each...
From Publisher: Celtos is a fast paced miniature tabletop battle system for two or more players. The game is set in the ancient land of Goria, which is fought over by powerful heroes and potent mages, wizards and shamans, and their warbands of warriors. Five races battle for dominion over Goria: the Fir Bolg-the accursed living dead hosts of Anwyn, the...
You're a System Administrator for the Extraction Directorate, managing resource acquisition from six Concessions spread across a distant star system. The Terran Consolidation issues three escalating quotas over 15 operational cycles. Miss a quota and you earn a Censure. Three Censures and you're reassigned to waste processing. There are no second chances....
Central City: Heroes is a cooperative board game for 1-4 players. Each player takes on the role of a unique Superhero with their own unique powers. Players work together to battle minions, complete missions, recruit other heroes, and unlock their upgrade cards. This will all lead up to the final showdown with the Superhero's Nemesis. The Players must...
"The Central Pacific Campaign" is a solitaire, strategic-level wargame of the struggle for control of the Central Pacific during World War II. The solitaire player is commanding the US forces and the system controls the Japanese forces. The player wins by accomplishing historic campaign milestones ahead of what was done historically, thereby opening the...
KS exclusive version of the game Cerebria: The Inside World The complete Cerebria experience, with all unlocked Stretch Goals and highly detailed Spirit miniatures. INCLUDES: Cerebria base game All unlocked stretch goals 2 custom-designed Emotion booklets Ten 55-60 mm (~2.4") NON-PAINTED Spirit miniatures Solo and Co-op Mode Plastic tray insert Spot UV on...
description provided by designer Essentially, an asymmetric square 'Hex'. The board is an nxn square grid (19×19 is probably a good start) Two opposite edges are designated white goals, and the other two are black goals. Corners count as part of both edges. Each player's objective is to connect their two goal edges with an unbroken chain of their stones....
"Chain of Command" are the revolutionary new wargames miniatures rules designed for World War 2 platoon sized actions with some additional support. The rules are fast paced, exciting and fun, using the unique command and control system which presents the player with the battlefield decisions made by his historical counterpart. These are the rules Neil...
¡Espana! contains all of the lists for the conflict which tore Spain apart between the years of 1936 and 1939 and still leaves its legacy with Spain today. The rules and army lists remain close to the original principles within Chain of Command, relying on reflecting the way in which the troops were organized and trained to...
Description from the publisher: The Scottish Corridor is the fifth Pint-Sized Campaign for Chain of Command, designed to be played using the campaign handbook, At the Sharp End. Twenty nine pages long, The Scottish Corridor follows the established Pint-Sized Campaign format, with an overview of the forces involved on both sides, their deployment shown on...
A 124 page handbook provides a comprehensive coverage of the campaign in France and the Low Countries in 1940. Included is an historical account of the campaign in the West, as well as whole raft of new rules to cover the events of that summer. New theater specific rules include Assault boats and river crossings, parachute drops, glider landings, bicycles...