Alien Artifacts: Breakthrough, the second expansion for Alien Artifacts, takes place at the most intense point in human history! Face the new threats uncovered in Discovery, and experience new challenges for the space-faring factions. Humanity solved the mystery behind the alien technology and is ready to seize its powers!
Breakthrough adds new cards for your Alien Artifacts base game and arms you with new combos for your favorite game engines. This expansion includes 20 new technology cards, 10 new ship cards, and 10 new planet cards from the Expand category that will help you dominate the galaxy! Nothing can stop humanities technological breakthrough now!
Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal, science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.
Petty Officers, written by Mike Selinker, Liz Spain and Skylar Woodies, is the second case in the Detective: Signature Series.
The call comes into Antares Headquarters: There's been a mauling. A tiger has attacked his circus handler, but something doesn't feel quite right. Could the tiger be innocent of this terrifying crime?
There's only one way to find out: You will need to investigate. But you'll need help. This time you're not going on the case alone. This time, you're taking your pets.
Detective: Petty Officers is a wild case with five new animal assistants to complement your detectives' skills. The truth is just a sniff away.
In Detective: A Modern Crime Board Game you are going to solve FIVE different cases and find out what connects them, you are going to BREAK THE 4th WALL by using every resource you can, you are going to browse the game's DEDICATED DATABASE simulating agency's resources, you will enter a city maze of old mysteries and fresh CRIME, and you will be able to COOPERATE with other agents or solve the mystery on your own.
Take the job of a real detective in a modern setting! In Detective: A Modern Crime Board Game, 1-5 players take on the role of investigators, solving mysterious crimes while working as an Antares National Investigation Agency team members. This board game tell rich stories - stories you will participate in. Let's hope that you will be able to deduce the end, before there is another crime... The game will challenge you with five different cases, that has to be played in order. Seemingly unconnected at first, they will unveil an immersive meta-plot based on facts and fiction alike.
Detective: A Modern Crime Board Game brings classic, card-based, puzzle-solving gameplay into the 21st century with the introduction of online elements. You will gain access to the online Antares database that contains data about suspects, witnesses, and documentation from arrests and trials related to your case. Use every tool at your disposal to solve these crimes - consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!
Detective: A Modern Crime Board Game - the highly acclaimed cooperative game - is getting its first case in the Signature Series.
Written by Rob Daviau, Dig Deeper will transport players to an American town in the 70's, where players' goal will be to solve the mysterious death of a local politician. The case is full of surprises and is dripping with theme.
Just like the base game, it is for 1-5 players and uses modern tools to enhance the investigation, which now includes an all-new interactive interrogation mechanism.
It's the 80's and Los Angeles is a city swarming with corruption, narcotics, and crime. A unique case has presented itself, however it needs a detective who isn't afraid to do what's necessary. If that's you, then join L.A.P.D. and solve crimes under the leadership of James Bradley!
This expansion includes three new cases that create one exciting campaign. L.A. Crimes introduces new playable characters and new mechanics. You will be running surveillance to learn more about the suspects and accumulating stress much faster when deciding to break protocols in order to get criminals behind bars! How far will you go?
Parental Advisory: Strong language and depictions of violence.
Detectives, we have 3 new cases that require your expertise?gather your friends, prepare your notebooks, pencils, coffee, doughnuts, and get to work! In order to solve the cases, you?ll need to write down your clues, connect the facts, and avoid the pitfalls of false leads. Stay focused, and don?t let the murderers slip away. Don?t play a Detective. Be one!
Detective: Season One is a stand-alone game based on the bestselling and award-winning Detective: A Modern Crime Board Game. It?s a new set of 3 unique cases with varying styles and locations?they?re like no Detective case you?ve solved before. It?s a fully cooperative game for 1-5 players that will transform your game nights into fascinating investigative experiences.
The cases you?ll find include an investigation into the murder of a dactyloscopy specialist, scrutinizing the motives of an English family for the murder of a wealthy patron, and a dark exploration of the mafia underground? Enjoy a new engaging form of gameplay, updated changes to Antares, and a lighter and wittier style full of humor and depth for new and old Detective fans.
In the box you?ll find 3 stand-alone cases, each comprising a 24 card deck. There are new investigators boards specifying what work they have to do. We?ve also added 24 portraits of suspects that you can pin to your corkboard, connect with red yarn, and uncover a network of criminal connections.
No longer do you anxiously await the arrival of the wicked ? for they have just arrived! In the dead of night, the gloom rolls in. Melodies whisper in slow rhythms as children wake from their slumber. Leaping from their beds, they rush to their parents and startle them awake. The mix of fear and excitement fills the room. The lure of exotic sweets wafts in on the warm summer wind. The lives of this dull, small town are revitalized with the anticipation of this dreadful circus.
Dreadful Circus is a set-collection card game in which players try to create the most successful circus! The game comes with an unique twist: Over the course of the game, players buy cards that have special final scoring rules. As the game progresses and more cards are gained, each player develops their very own final scoring rules. No game is the same, and no player at the table scores the same way.
Featuring the co-operative game system used in Portal's award-winning Detective: A Modern Crime Board Game, Dune: House Secrets delivers a deeply thematic experience that drops one-to-five 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.
Imperial Settlers: Empires of the North is a new, standalone card game in the established Imperial Settlers universe, with players heading to the far north where three different factions live: Scotsmen, Inuits, and Vikings. Take on the role of leader, and make your faction into the best empire in the world!
Choosing the faction is only the first step, though, as each faction can be played using one of the two separate and unique decks. Yes, in the base game, players will find six pre-constructed decks ready to use straight out of the box. Each one offers a completely different gameplay style!
Develop your economy, deflect your opponent, and fight for dominance in the north. Learn new mechanisms, and experience a unique style of Imperial Settlers. Will you be able to create the most successful civilization in Imperial Settlers: Empires of the North?
The Imperial Settlers: Empires of the North ? Egyptian Kings expansion adds two new egyptian clans with their own unique card decks to the Empires of the North game.
During their voyages to the distant Islands, ships from the Northern Empires discovered new lands in the far East! Spread throughout many Islands, the Japanese Empire soon earned a reputation for its goodwill and expansive trade networks. Now, the civilizations have started to build diplomatic ties and increase opportunities for trade. Japanese Islands introduces two new Clans to the game, as well as 14 new Islands. The Japanese clans offer new strategies and play with a few new rules, such as Exchange and Docking.
The Romans sailed far and wide looking for wealth and new realms to conquer! Their legions discovered new lands to expand their dominance and fill their reserves. It wasn't long before they found themselves in conflict with the Empires of the North. Roman Banners introduces two new Clans to the game (The Trajana Clan of Marching Legionaries and the Flavian Clan of Prudent Architects), as well as 6 new Islands. Roman Clans offer new strategies and solutions, such as rebuilding small locations to change them into powerful Roman buildings.
Rise of the Empire is a meta-expansion that adds a completely new layer to Imperial Settlers by introducing an open-world campaign setting. From game to game, players' empires will advance, reaching new eras, goals, technologies, discoveries, and provinces. (You don't need to play the campaign in a set group of co-players as each empire can develop at its own pace and represent different stages of advancement.)
This meta-expansion includes 220 new cards divided into three types: Provinces, Goals & Achievements, and Technologies & Discoveries. In addition Imperial Settlers: Rise of the Empire shortens gameplay from five to four rounds.
It is the time of year when the big Hollywood studios are greenlighting new screenplays to become the next summer blockbusters. Screenwriters - often working in teams - are desperately trying to get in the room with powerful executives to pitch their ideas. If they are hired, the job can earn them millions.
This game takes place in a Hollywood boardroom. Through marketing research, the studio has identified a specific hero/villain combination it is set on making its next movie about. Beyond that, the big wigs are not taking any chances: the story structure will be a tried-and-true archetype. It's the same one followed by modern classics like STAR WARS, THE LION KING, TITANIC, and about every other blockbuster over the last 40 years.
Neuroshima Hex: Beasts is a new army representing various animal species that survived Moloch's attack. These beasts are fierce, and they have but a single goal: to protect their territory. They spare no one, including their own. The expansion introduces a new game concept - friendly fire. Ferocity and wrath are unstoppable and units in the new army can damage their own friendly tiles. Neuroshima Hex: Beasts was designed by Joanna Kijanka and developed by Michal Walczak, both names highly respected by fans and well known for their work on previous expansions for Neuroshima.
The Moloch attack on Omega had unforeseen consequences: damage to the facility unleashed three strange creatures. They are the product of a secret genetic research project, codenamed "Dancer". Now, half-mad and with no control over their instincts, these creatures fight for survival in the post-apocalyptic wasteland!
This is not a stand-alone game. A copy of Neuroshima Hex 3.0 is required to play.
The Death Breath is a terrifying virus which began spreading forth from the eastern enclaves of the Moloch. It infects every living thing, changing them into brainless, bloodthirsty beasts. Victims of these attacks become infected with the virus, and so it spreads. So far, the most effective way of dealing with the infected are strong ammunition, grenades, and a sharp ax.
Neuroshima Hex! Death Breath is a new army for Neuroshima Hex! that gives players a new experienceas the units are upgradeable with a special token pool that gives units customizable options. Death Breath also offers a large number of netting units as well as battle tiles.
Engines roar through the night sky as you see clouds of dust coming your way. Hot tires screech across the road as hundreds of riders wreck havoc to anything on their path. They are followed by heavily armoured warriors, intimidating everyone with a cacophony of metallic sounds made by their chains, net launchers, and other weapons of post apocalyptic war.
First, the riders are going to surround and entangle you with their web of steel. Melee fighters will follow soon after, bringing pain and destruction. Even if you are going to defend yourself, even if you manage defeat one of them, more replace their fallen comrade.
Death is coming your way. You can try to run. You can try to hide. But sooner or later, you are going to fall into their hands. This is not your average gang ? this is Iron Gang, a brutal group that has perfected the art of the hunt from the back of the steel steed.
Neuroshima Hex: Iron Gang introduces a new army pack to Neuroshima Hex!, and both the HQ and certain units feature a new "chain" ability. Chain connects two units with that ability if there is a straight line between them, and it allows them to target and hit any unit on that line.
Anomalies originating from radioactive bomb craters generate such monstrosities that pre-war scientists would never imagine! Mephisto is a monstrous worm, a unique synthesis of flesh and steel, which can be a serious threat to even well-armed forces. Contaminated crater - Mephisto's territory - is a tempting shortcut route and a source of resources, but, too often, it becomes a graveyard for newcomers!
This is not a stand-alone game. A copy of Neuroshima Hex 3.0 is required to play.
In 2050 Mississippi is a toxic sewage draining directly from the interior of Moloch.
The river and its vicinity hidden in poisonous fumes are known as the Belt of Death or seedbed of mutants.
Warriors of the Mississippi, clad in coats and gas masks, diffuse the worst of the diseases and poisons.
The main advantage of the army is the ability to massively poison the enemy HQ with Venom as well as to thwart the enemy plans. The other advantages are noticeable resistance to attacks and ability to bypass the enemy's defense. The army's disadvantages are low number of Warriors, low mobility, low toughness, as well as a complete lack of armor.
In the South, a new threatening force was born, as strong as the Moloch, but not as dynamic. Slowly but surely an overwhelming mutated jungle started to grow. It was driven by an ungoverned survival instinct. It assimilates everything it comes into contact with, changing animals and people into mutated beasts and symbiotic organisms. This huge green and ferocious entity was called Neojungle.
Sharrash is a mysterious and well-organized community of mutant rats endowed with inhuman intelligence. They live underground, in tunnels and canals of the destroyed cities, along with degenerate humans and mutants who serve the Sharrash. They do not allow strangers anywhere near them and fiercely defend their nests, and their fighters will not hesitate to give their life for the pack.
The main advantages of the Neuroshima Hex! Sharrash army are mobility of HQ, the ability to blow up even the fastest enemy units and to paralyze the slower ones, and the possibility of bypassing the enemy's defense lines thanks to the mortars. Another advantage of the Sharrash is a difficult to eliminate Foundation Tile (Hole), which can easily thwart the enemy's plans.
Sharrash's disadvantage is a smaller number of fighting units than in other armies, their low mobility, low toughness and initiative, as well as a complete lack of armors.
Smart is a part of Moloch, which has reached the southern part of the continent, where after fights with humans it was cut off from its origin and found sanctuary deep inside the Neojungle. It resembles Moloch less and less with every passing day. Smart has completely disregarded the directives that have so far been followed by Moloch's electronic brains and started producing strange half-machines combined with living organisms, including regeneration capable biodroids, micro robots functioning as parasites equipped with technologically advanced electromagnetic weaponry. Most Smart bases are hidden deep underground and whatever happens there stays behind a veil of mystery, hidden from both humans and Moloch.
Neuroshima Hex! Smart is a single army pack for use with Neuroshima Hex! and was originally included as one of the two armies in the standalone expansion Neuroshima Hex! Duel.
The Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals applied by the armor and cybernetic enhancements increase the organism?s abilities at the expense of the psyche ? Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar of explosions and gunfire.
Unblemished lawfulness worthy of the automatic machine quickly makes the people of redeemed lands yearn for the old chaos and anarchy.
The Steel Police army pack introduces a new ability in a Neuroshima Hex line, Reflection, which protects the army unit from all attacks directed at its side marked with Reflection icon. Such attack is reflected in the opposite direction for a distance of one field and hits an enemy tile (Unit, HQ or Module) if it stands on an adjacent field on the line of attack. Reflected attack doesn't harm Steel Police tiles.
A New big box edition of the best-selling strategy game from Portal Games with tons of promotional materials and new graphics is coming. Neuroshima Hex! 3.0 The Year of Moloch limited edition contains new elements: HQ markers, reference charts for all armies, a plastic insert for 19 armies, a Moloch origins campaign, a comprehensive FAQ booklet, 4 armies in new design and in pre-orders an additional Borgo bust figurine, and hardcover Artbook.
Neuroshima Hex! is a strategy board game set in the post-apocalyptic world of Neuroshima. Each player leads one of the four Armies: Borgo, Hegemony, Moloch, or Outpost. Each Army deck consists of 34 tiles including Warriors, Modules, and Actions. You begin the game with your HQ at 20 hit points and wage war against your opponent in a back and forth strategic battle as you place and manipulate your tiles. You win once you?ve destroyed your opponent?s HQ or once a player runs out of tiles and your HQ has less damage than your opponent?s.
After the war, the winters were near impossible to survive. The frost, lack of supplies, and the deadly machines? it?s hard to experience something like that and remain human. The hard conditions led to cannibalism and tribal lifestyles: primitive, mutated, and deadly. Every winter they migrate south and search for shelter, food, and loot. They attack with bare fists and the most primitive of weapons: bones, hardened wood, rusted remnants of human tools, and clubs wrapped with barbed wire and mangled metal. When the waters are icebound, the way in is easy, so you better double up the watch. The icy wind is not the only thing coming from the north!
Pre-war uranium mines with hidden underground equipment and mining crews managed to survive the apocalypse and are still extracting valuable uranium. Over the following decades, many of the heavy mining machinery was transformed into deadly weapons and sent to defend the underground fortress. And so a new town was founded. Uranopolis ? a rich mining town, effectively guarding their treasure from being plundered by grabby neighbors.
Vegas felt the effects of the war to a lesser extent than the majority of US cities and is one of a few surviving civilization centers, where you can live a higher life standard than in most parts of the ruined continent. Vegas has also become villains' Mecca, a place where they caught the scent of money making possibilities. Everyone knows today that in Vegas you can get everything you wish for, provided you can pay the right price. Vegas' strength does not lie in a strong army, or heavy weaponry, but in the wealth, machine programming and human manipulation skills.
Neuroshima Hex! Vegas' special feature is the ability to control the enemy of man and machine by means of special units - agitators. They can bribe any adjacent enemy unit to make it attack another unit. If your units attack Vegas HQ, you can not be sure when they will stop attacking Vegas and turn to attack you!
Neuroshima Hex! Vegas was originally released as part of the standalone expansion Neuroshima Hex! Duel, but in this reprint it's a single army pack that expands base game.
Prˆt-…-Porter is an economic strategy game set in a world of fashion. Players run clothes companies and fight for dominance during fashion shows. It is - perhaps - one of the most cruel and ruthless of all our games. Money can be a dangerous weapon. During the game players open new branches and outlets, hire new workers and try to gain new capabilities. New Design Agencies, Brand stores or Preparation rooms are opened, Accountants, Models and Designers are hired, lucrative contracts are signed to allow for short-term profits and expand company's competencies.
Every single month player's company gains new capabilities. Each quarter held fashion shows - each player has to prepare a collection of clothing and has to show it on the show. The public, media, experts estimate collections in four categories and award prizes and diplomas. The more awards (represented by stars in the game) will be collected at the show, the more money the players earn for selling their collection! Will you get award for best Trends? Will you manage to be best in Public Relations and get the Media award? Will you earn more stars than your opponent?
Robinson Crusoe: Adventures on the Cursed Island takes players to a deserted island, where they'll play the parts of shipwreck survivors confronted by an extraordinary adventure. They'll be faced with the challenges of building a shelter, finding food, fighting wild beasts, and protecting themselves from weather changes. Building walls around their homes, animal domestication, constructing weapons and tools from what they find and much more awaits them on the island.
The players decide in which direction the game will unfold and ? after several in-game weeks of hard work ? how their settlement will look. Will they manage to discover the secret of the island in the meantime? Will they find a pirate treasure, or an abandoned village? Take the role of one of four characters from the ship crew (cook, carpenter, explorer or soldier) and face the adventure. Use your determination skills to help your team mates, discuss with them your plan and put it into practice. Debate, discuss, and work on the best plan you all can make.
The 4th Edition, or Game of the Year Edition, incorporates the following changes:
Robinson Crusoe: Mystery Tales is the second expansion for the acclaimed game of castaway survival, Robinson Crusoe: Adventures on the Cursed Island! This expansion includes an entirely new way to play, in addition to some familiar components to add variability to your base game. Embark on an expedition where haunting challenges await. Play two new scenarios that will test even the most experienced players! Experience Robinson Crusoe with the all new Horror Mode!
ARE YOU PREPARED? Campaign + 2 stand alone scenarios: Lost City Cf Z (5 part campaign) Colonel Fawcett is lost. He came to this region in search of the Lost City of Z and never made it back. You are here to solve the mystery. Is Fawcett alive? Is the City of Z real? What hides within this mysterious forest... Hunting Convicts (scenario no. 12) Your ship has sunk but you survived, washing ashore an uninhabited island... along with the very prisoners you were transporting! Now, you?ll have to hunt them down. In The Belly Of The Beast (scenario no. 13) Cultists are preparing to awaken mythical creatures to wreck havoc on the civilized world. You must stop this! Prepare the weapons, ready yourself, and set out to fight in the belly of the beast!Expansion requires the base game!
Treasure Chest is a special expansion including a complete set of Robinson Crusoe promos that have been released up to 2020, thereby giving players an enormous amount of content and variability to the game.
Inside the box players will find extra Characters (Gamer and Sailor), a set of Crewmen, Hunting Dog, Character Trait cards, additional Mystery cards, Event cards, Discovery Tokens, Searching the Beach cards, Volcano tile, and even an epic Spyglass. Hunting will also get more exciting with new Beast cards and Hunting Adventures cards. Robinson's shelter will get an option of upgrading and adding a Garden and Pen. Treasure Chest will also include four additional scenarios: Tracing Dr. Livingstone, Treasure Island, Poachers, and Time Travel.
The Necromancer leads an undead army toward the stronghold walls. A powerful artifact lies within the stronghold. A magical item imbued with immense energy. The Necromancer's powers are weakening, and his magical essence is fading with each passing moment. He will regain his powers if he manages to take the castle by storm and claim the artifact. Thus, if the undead army succeeds in breaching the stronghold within eight turns, it will capture the artifact and attain victory. If not...well, if not, the Necromancer's powers will fade completely and the undead army will turn to dust.
Stronghold: Undead is a re-balancing of the original Stronghold: Undead expansion for the second edition of Stronghold that is now a standalone game. It includes a new board with new paths to siege the castle, undead mechanisms, and more ways for both sides to secure their victory!
Vienna Connection is a standalone game inspired by the game mechanisms of Detective: A Modern Crime Board Game. In this game, players take on the roles of CIA agents sent to Europe in 1977 during the Cold War to investigate the mysterious death of James Werner, an American citizen murdered in Vienna.
The international plot involves various secret agencies, and players will travel around Europe visiting a dozen destinations and discovering secrets. Vienna Connection, although inspired by Detective, is a standalone game with new rules and game mechanisms that bring the spy theme to life. Players will manage resources (such as informants, bribes, and pieces of information), decode reports (including secret messages, codes, and wiretapped conversations), and will have to outsmart enemy spy agencies.