This extra large expansion set includes six new 3rd ed. aircraft data cards (ADCs) and one naval data card (SDC) for use with COA's FW games and NINE pages of scenarios and briefings for the new aircraft (50% larger). Total size of expansion is 16 pages. Featured ADCs and SDC: Aircraft: Wellington Mk.I (early) Wellington Mk.IA H.P. Hampden Mk.I (early)...
Expansion includes six third ed. aircraft data cards (ADCs) for use with COA's FW games and six pages of scenarios for the new aircraft. Total size of expansion is 12 pages. Some scenarios in this six pack require aircraft from COA's Whistling Death and Wings of the Motherland games. Six pack theme is Hawker Tempests against late war axis fighters....
Fighting Wings is the latest version of COA’s well-received Fighting Wings (FW) WW-II air combat series game rules, as released in Wings of the Motherland. This edition incorporates 15 years of minor improvements from second edition rules play, all the second edition errata and also introduces some major revisions to certain aspects of play for increased...
The battle is for the treasure islands. You have to defend your own island and conquer your opponents island. On the boardgame you have tropical islands, reefs and treasure islands. Filibuster is a loosely pirate-themed game where players take turns to move black and white plastic ships across a 13x13 square tile board. Apart from sea tiles there are...
Final Act is an abstract, simultaneous move game of tank versus tank action, using an innovative "control panel" system that lets players program their moves--for up to seven tanks each-- quickly. Both the direction the tank moves and where it points are covered with quick dials and then revealed to the opponent after both sides have finished. Designed by...
Final Nine is a compact and competitive card game based on the rules, equipment, features, design, fun, and quirks of Disc Golf. It’s a game about making decisions, picking the best DISC, applying SKILL, avoiding TROUBLE, hoping for LUCK, and making the PUTT. Just like Disc Golf, the aim in Final Nine is to complete your chosen set of HOLES in the lowest...
With the Expansion Pack, apply new SKILLS, avoid extra TROUBLE, and have more LUCK, on 2 unique 18 HOLE courses. The SUBURBAN course features ROADS, ROOFS, YARDS, and CLUMPS. The FOREST course features TIGHT LINES, SLOPES, CLUSTERS, and PONDS. The ACTION cards are specific for each course. The SKILLS, DEVIATIONS, CALLS, and LUCK on the SUBURBAN course are...
Find It & Bind It is a card game for 2-6 people that runs roughly 10 mins/player. Each player controls 2 witches that are searching through a 3x3 field of Book Cards for The Book of Shadows. Spell Cards are used to Scry (look at) and/or Obfuscate (look at & move) the Book Cards around and interact with other players to thwart their progress. To win, you...
A second expansion to the game Find It & Bind It in which 2-4 players control 2 witches each as they search for the Book of Shadows. The Hexes & Relics expansion comes with 54 additional Spell Cards. These Spell Cards add Hexes (that you cast on others) and Relics (that you play on yourself) and other Spell Cards that add to the fun in various, devious...
The first expansion to the game Find It & Bind It in which 2-6 players control 2 witches each as they search for the Book of Shadows. The Demon Expansion introduces a new Book Card: The Demon. This replaces one of the Other Book Cards and introduces new rules and mechanics for how your witches interact with the demon whilst searching for the Book of...
Players are given one set of colored cards, either all reds or all blacks. Players are also given one different colored King. To win the game, you have to find your colored king in your opponent's deck. Players lay their full deck face down, choosing which cards go where. Players take turns choosing which cards move around and which ones fight, with...
Randomly place a star token, several elephant tokens, a pawn for each player, and a bean token in each player's color onto a 25 X 25 square grid. Each player also chooses two navigational cards, each of which displays a direction and distance of movement. Players take turns rolling a die and then allocating the result between the two cards (e.g., roll a 6...