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100 Swords The Blue Mammoths Dungeon

100 Swords: The Blue Mammoth's Dungeon is a sword based dungeon crawling micro deck builder! Load up with as much as you can carry and run head first into the dungeon, exploring rooms and revealing monsters, all while keeping track of hidden treasures and swords!   During play, you must efficiently play the 5 cards in your hand for any combination of movement, strength, or energy. Movement advances you deeper into the dungeon allowing you to peek at or reveal the cards along the way. Monsters you find can only be defeated with strength. New items (and swords!) are acquired by spending cards in your hand for energy. Many items have effects that will further expand your tactical options as your deck grows.   As you defeat monsters and pick up loot, do your best to remember where everything is hidden. Treasures and slain monsters are worth gold, so get collecting! Once the dungeon has been thoroughly ransacked, or the boss is defeated, whoever has the most gold wins!   This deck is a standalone dungeon complete with items, monsters, and a Boss, the dreaded Blue Mammoth. This dungeon has hard hitting monsters and harder hitting swords.   Players 1-2 Playing time 25 minutes Suggested ages 13  

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100 Swords The Chroma Dragon's Dungeon Builder Set Expansion

100 Swords is a sword based dungeon crawling micro deck builder! Load up with as much as you can carry and run head first into the dungeon, exploring rooms and revealing monsters, all while keeping track of hidden treasures and swords!   During play, you must efficiently play the 5 cards in your hand for any combination of movement, strength, or energy. Movement advances you deeper into the dungeon allowing you to peek at or reveal the cards along the way. Monsters you find can only be defeated with strength. New items (and swords!) are acquired by spending cards in your hand for energy. Many items have effects that will further expand your tactical options as your deck grows.   As you defeat monsters and pick up loot, do your best to remember where everything is hidden. Treasures and slain monsters are worth gold, so get collecting! Once the dungeon has been thoroughly ransacked, or the boss is defeated, whoever has the most gold wins!   You can use Dungeon Builder Sets to spice up your dungeon. Each set contains 15 cards (including a new Boss) that can be slapped onto a standalone dungeon to lengthen your game and add new challenges and puzzles to solve! The Chroma Dragon Dungeon builder set is another good all-around set!

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100 Swords: The Darkness Dungeon Builder Set Expansion

100 Swords is a sword based dungeon crawling micro deck builder! Load up with as much as you can carry and run head first into the dungeon, exploring rooms and revealing monsters, all while keeping track of hidden treasures and swords!   During play, you must efficiently play the 5 cards in your hand for any combination of movement, strength, or energy. Movement advances you deeper into the dungeon allowing you to peek at or reveal the cards along the way. Monsters you find can only be defeated with strength. New items (and swords!) are acquired by spending cards in your hand for energy. Many items have effects that will further expand your tactical options as your deck grows.   As you defeat monsters and pick up loot, do your best to remember where everything is hidden. Treasures and slain monsters are worth gold, so get collecting! Once the dungeon has been thoroughly ransacked, or the boss is defeated, whoever has the most gold wins!   You can use Dungeon Builder Sets to spice up your dungeon. Each set contains 15 cards (including a new Boss) that can be slapped onto a standalone dungeon to lengthen your game and add new challenges and puzzles to solve! The Darkness Dungeon Builder Set focuses heavily on vaporizing and hiding cards.

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100 Swords The Glowing Plasmapedes Dungeon Builder Set Expansion

100 Swords is a sword based dungeon crawling micro deck builder! Load up with as much as you can carry and run head first into the dungeon, exploring rooms and revealing monsters, all while keeping track of hidden treasures and swords!   During play, you must efficiently play the 5 cards in your hand for any combination of movement, strength, or energy. Movement advances you deeper into the dungeon allowing you to peek at or reveal the cards along the way. Monsters you find can only be defeated with strength. New items (and swords!) are acquired by spending cards in your hand for energy. Many items have effects that will further expand your tactical options as your deck grows.   As you defeat monsters and pick up loot, do your best to remember where everything is hidden. Treasures and slain monsters are worth gold, so get collecting! Once the dungeon has been thoroughly ransacked, or the boss is defeated, whoever has the most gold wins!   You can use Dungeon Builder Sets to spice up your dungeon. Each set contains 15 cards (including a new Boss) that can be slapped onto a standalone dungeon to lengthen your game and add new challenges and puzzles to solve! The Glowing Plasmapede Dungeon Builder Set is a good all-around set of cards. It has an interesting variety of monsters and items with dungeon visibility and card manipulation effects.

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100 Swords The Magic Computers Dungeon Builder Set Expansion

100 Swords is a sword based dungeon crawling micro deck builder! Load up with as much as you can carry and run head first into the dungeon, exploring rooms and revealing monsters, all while keeping track of hidden treasures and swords!   During play, you must efficiently play the 5 cards in your hand for any combination of movement, strength, or energy. Movement advances you deeper into the dungeon allowing you to peek at or reveal the cards along the way. Monsters you find can only be defeated with strength. New items (and swords!) are acquired by spending cards in your hand for energy. Many items have effects that will further expand your tactical options as your deck grows.   As you defeat monsters and pick up loot, do your best to remember where everything is hidden. Treasures and slain monsters are worth gold, so get collecting! Once the dungeon has been thoroughly ransacked, or the boss is defeated, whoever has the most gold wins!   You can use Dungeon Builder Sets to spice up your dungeon. Each set contains 15 cards (including a new Boss) that can be slapped onto a standalone dungeon to lengthen your game and add new challenges and puzzles to solve! The Magic Computer Dungeon Builder set focuses on computer themed cards that manipulate cards and their effects.

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101 Drinking Games

Box Contents Drinking Games Card Deck Timer Dice Pencils Score Pad Game Rule and Cards & Instruction Book New, improved, revised and thoroughly road-tested, this wild and wicked collection of more than 100 rowdy drinking games will be your ultimate party ice-breaker! Just guaranteed to bring the house down, this game is jam-packed with Crazy Card Games to torment you... Wadical and Widiculous Word Games to weally wuddle your murds... Shockingly outrageous Action Games to build your reputation... Dastardly Dice Games to give your bottle some added zip... and a rip-roaring set of Plain Daft Games to leave you in stitches... It will quickly turn any social get-together into a hilarious night to remember... or perhaps one you would really rather forget! Includes all-time classic games such as Fuzzy Duck, Beer Pong and Gargle. Contents: playing card deck, drawing pad, drinking game cards, dice pair, sand timer, pencils, straws, battledrinks pad, ping-pong ball, eye-mask, game rules book Age 18+ 2+ players Fun and games for thirsty throats Now contains 36 games compared to the original 30 For 2 players + Manufacturer's recommended age - Adult 18+

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12 Days Card Game

The holiday-themed 12 Days takes the familiar "Twelve Days of Christmas" song and twists it into a quick-playing card game. Over twelve rounds, players try to re-gift unpopular cards while keeping cards that are strong enough to win the day, while also keeping a careful eye for bonus scoring at the end of the game.   The gift deck consists of eighty cards: one partridge in a pear tree, two turtle doves, and so on up to twelve drummers drumming, as well as one card each for Mr. and Mrs. Claus. Shuffle this deck, then deal each player twelve cards. Each round a new holiday card is up for grabs, with the cards ranked from 1 to 12 and being worth 1-12 points. In a round, a player:   Gifts a present to the player to his left, Opens presents and tries to win the day with the best present, and Buys a new gift to refill his hand. More specifically, all players simultaneously pass one face-down gift card to their left-hand neighbor. Then everyone chooses one gift card in hand and reveals them simultaneously. Whoever plays the lowest gift card wins that round's holiday card; in the event of a tie for lowest, with the Clauses counting as zero, then the next lowest card wins. Each player then draws one card to bring their hand back to twelve cards.   After twelve rounds, players score points for each holiday card they've collected. In addition, whoever holds the most gift cards for...

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13 Days - The Cuban Missile Crisis Game

Experience the dense Cold War suspense and scratch that Twilight Struggle itch in only 45 minutes.   13 Days: The Cuban Missile Crisis is a nail-biting, theme saturated two-player strategy game about the Cuban Missile Crisis. Your fate is determined by how well you deal with the inherent dilemmas of the game, and the conflict.   1) Will you push to gain prestige at the risk of escalating the crisis to global nuclear war? 2) How do you best manage your hand of cards to further your own plans while depriving your opponent of options?   Work out these dilemmas in order to emerge as victor of the Cuban Missile Crisis after thirteen suspenseful days.   13 Days: The Cuban Missile Crisis is a meaty filler utilizing the card-driven game mechanics. Rich with history, yet accessible to gamers with no prior knowledge of the crisis. It is targeted specifically at catering to two groups of gamers: the enthusiasts that just don't have the time they used to and the curious newcomers that are scared off by the heavy commitment and long play times of the classics in the genre.

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1844/1854 Switzerland / Austria

The railway history of both Switzerland and Austria can be explored in 1844/1854, two previously self-published designs — both based on the 1829 game system created by Francis Tresham — that have thoroughly revised for this new edition.   In 1844, set in Switzerland, the challenge lies in running different types of businesses: Local railway companies, which merged at that time to form SBB, and national historical societies require different decisions and support different strategies. Many companies have a destination station and receive a large part of their working capital only if they have connected this stations to their route network. The game also features mountain railways, tunnels, private companies and two different types of locomotives, providing for lots of variation for railway enthusiasts and lovers of complex games.   A special feature of 1854, set in Austria, is located in the stock split, which comes into play in the additional shares. As in 1844', there are mergers of companies, two types of locomotives, tunnels, mountain railways, and private companies. In addition, some private companies operate on a separate game board depicting the Steyr region.   Players 3-7 Playing time 240 minutes Ages 12

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1846 Board Game

1846 is an 18xx game set in the Midwestern United States. Differences from other 18xx games include scaling the number of corporations, private companies, and bank size to the number of players, fewer restrictions on actions such as raising money and using private company powers, the initial distribution of private companies, and paying for virtually all track builds. 3-5 Players 240 Min Playing Time Age: 14

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1879 RPG Players Guide

This isn't your great-great-grandfather's London!   Victoria and Albert rule over a steam-powered British Empire that spans two worlds. Thanks to the portal known as the Rabbit Hole, a train ride away from London lies the Grosvenor Land, a new world of fertile plains, towering mountains, giant insects, and Babylonians with weird science zombies. Seems they got there first, three thousand years ago, and they're not exactly the welcoming sort. The Saurid tribes, lizard-like folk who ride theropods and pteranodons, complicate matters further. Back home on Earth, clockwork engineering has brought mechanical computing to the world, and micro-steam engines drive airships through the sky. Stranger things are afoot, too, as a bit of magic seems to have come into the world with the opening of the portal. People are changing. Secret societies are finding their ancient occult practices a bit more effective. Who knows what might be lurking in the forests these days, or in that shipment from China?   The 1879 Players Guide provides everything needed to play the game for characters in the Initiate, Novice, and Journeyman Tiers of advancement, from character generation to combat and from obscure magic to the latest in Victorian technology. An overview of the game world is included for player reference, along with multiple short fiction examples of the sorts of stories that can be told! From the heights of society...

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221b Baker Street Detective Game

Victorian London and somewhere from within the gloom of the swirling mist, a mued cry is heard followed soon after by the sound of running feet. It’s nearly midnight and most honest folk have long since taken to their beds. Thus the scene is set for another Sherlock Holmes adventure and in this latest version of the classic Sherlock Holmes detective game, there are seventy-ve intriguing cases to be solved.     At the start of each game, the details of the case will be read aloud and you will then use your powers of deduction to solve the case and return to Baker Street with the correct solution. In your turn, you will move around the streets of London in any direction you choose, visiting various locations where you will collect clues, some of which will be cryptic, some will be factual and others may be misleading! The game is packed with opportunities to obstruct and outwit opponents providing 60 to 90 minutes of thought-provoking entertainment for 2 to 6 players.

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3 Wishes

3 Wishes is a party/family game for 3-5 players that plays in 3-5 minutes. With simple rules, this memory, intuition and bluffing game is as much about playing the game as it is about playing the other players. A poker face will go a long way – well, not too long, since the game may last only three minutes – and it will also serve you well as a fast and fun memory training.    A not-so-nice-but-not-too-evil genie appears as if from nowhere (someone, somewhere probably did rub a lamp) and pitches the crowd against one another, granting the most astute player no fewer than three wishes — but not all wishes come true, and only the player with the right balance between super powers, benefits for the world, and selfish gifts will be enter the good graces of the genie.    In more detail, each player has a hand of three cards, with two extra cards face down in the middle of the gaming table. On their turn, each player can either peak at a card or swap cards with other players or the common pool on the table, aiming to get three different type of wish cards. Once that happens, someone calls for the end of the game and all players reveal their hands and compare wish cards to determine the winner.

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504

In a distant future, scientists were able to build small alternate Earths. Exactly 504 such Earths have thus far been built. The scientists programmed each of these Worlds with an individual set of laws and rules which the residents strictly follow and consider most important for their lives. These may be exploration, consumption, economics, military, etc., and each is unique. You can visit all of these 504 alternate Earths to experience how the people are living, and decide which of these worlds harbors the best civilization. On which World do you want to live? Explore them all and decide! 504 is a game that creates 504 different games out of one box. The game consists of nine modules: Module 1: Pick-Up & Deliver Module 2: Race Module 3: Privileges Module 4: Military Module 5: Exploration Module 6: Roads Module 7: Majorities Module 8: Production Module 9: Shares In each single game, you take three different modules from the nine available and assemble them in any order you like to create a new game. (504 = 9 * 8 * 7 = the number of distinct permutations of three items from a set of nine. The order of the three game modules is significant, and modules cannot be repeated.) For example, you can play: a racing game that expands through exploration with technology improving the racing or exploration (World "253"). an 18XX-style stock game with network building for income and production...

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5 Second Rule Junior

It seems like it would be easy to name three flavours of ice cream - but can you do it under the pressure of 5 seconds twisting down, and with the other layers staring at you? You have to be quick, so just say whatever comes to mind nand risk silly answers slipping out...because that would be funny, and we all like to laugh! It's all in good fun with this fast-paced game where you have to Shout it out! A junior version of the popular party game! Read a card and give an answer But you have to do it in 5 seconds! Silly answers are sure to slip out ... The whole family will have fun with this easily played game!

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6 Nimmt!

In 6 nimmt!, a.k.a. Category 5 and many other names, you want to score as few points as possible. To play the game, you shuffle the 104 number cards, lay out four cards face-up to start the four rows, then deal ten cards to each player. Each turn, players simultaneously choose and reveal a card from their hand, then add the cards to the rows, with cards being placed in ascending order based on their number; specifically, each card is placed in the row that ends with the highest number that's below the card's number. When the sixth card is placed in a row, the owner of that card claims the other five cards and the sixth card becomes the first card in a new row. In addition to a number from 1 to 104, each card has a point value. After finishing ten rounds, players tally their score and see whether the game ends. (Category 5 ends when a player has a score greater than 74, for example, while 6 nimmt! ends when someone tops 66.) When this happens, the player with the fewest points wins! 6 nimmt! works with 2-10 players, and the dynamics of gameplay change the more players that you have. One variant for the game has you use 34 cards, 44 cards, 54 cards, etc. (instead of all 104 cards) when you have three, four, five, etc. number of players. This change allows you to know which cards are in play, thereby allowing you to track which cards have been played and (theoretically) make better choices as to which card to play...

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7-in-1 Space Fleet

Create your own space station with the 7 in 1 solar rechargeable space fleet! Fun and easy to assemble for children and adults alike; this solar space toy kit enhances creativity and space investigation. Powered by a solar panel or micro rechargeable battery, the kit allows you to create 1 of 7 lunar models at a time! Suitable for both indoors and outdoors, the 7 in 1 solar rechargeable space fleet is an inventive and entertaining way to learn about space.

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7 Wonders Board Game

In 7 Wonders you lead an ancient civilization as it rises from its barbaric roots to become a world power. Lead your troops to a military victory or create a nation of artisans and philosophers. Establish a powerful merchant state or master the mysteries of science and technology. Build an architectural wonder that will fascinate for eons to come and rule the most powerful civilization on Earth! Every turn you will have a chance to choose one card to further your goals for ascendancy. Will you gather resources and bide your time or strike fast and grab what you can? Decide wisely because when you finish you'll pass the rest of your cards to the next player who may profit from your indecision 7 Wonders game contains: 7 Wonder Boards 7 Wonder Cards 49 Age I "Foundation" cards 49 Age II "Growth" cards 49 Age III "Apogee" cards 42 Flag tokens Features: Strong replay value with 14 different wonders and infinite strategies Beautiful graphics 3-7 Players 13+ Age 30 Minutes of gameplay.

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7 Wonders Cities Expansion

7 Wonders Cities is an extension to the 7 Wonders game that provides a new family of cards that complements Ages already existing in the 7 Wonders base game. Now mercenaries, thieves, spies and diplomats will give a new scale to your cities. Reap the benefits by sowing discord among your opponents, play them off each other and push them into debt. Far from the pomp of palaces and gardens in the darkest alleys, gold changing hands, exchanging information, alliances are formed and secrets are betrayed. 7 Wonders Cities Expansion contains: 2 Wonder Cards 36 Cards Tokens Coins with a value of 1 and 3 Rulebook Features: New black cards have a variety of effects, with nine cards being available in each age This is an expansion for 7 Wonders and requires base game to play Playing Time: 40 mins Ages 13+ 2-8 players

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7 Wonders Duel

In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.   What's different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it's not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder.   Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short.   Players can purchase resources at any time from the bank, or they can gain cards during the game that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area.   A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent's...

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