<![CDATA[New Products from Main Website Store]]> http://www.boardgamerevolution.com/rss/catalog/new/store_id/1/ Thu, 24 Apr 2014 05:48:04 +0000 Zend_Feed en_US http://blogs.law.harvard.edu/tech/rss <![CDATA[Pandemic: On the Brink (2013 Ed.)]]> http://www.boardgamerevolution.com/pandemic-on-the-brink-2013ed.html Pandemic: On the Brink includes new event cards, new role cards, rules for five players, and optional game challenges to increase the difficulty of the Pandemic base game. These new challenges, which can be used individually or combined for even more difficult play, are as follows: The Virulent Strain challenge makes one disease become particularly deadly in unpredictable ways. The Mutation challenge adds a fifth (purple) disease that behaves differently than the original four. The Bio-Terrorist challenge pits one player against the others!

Regular Price: $40.00

Special Price: $28.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Munchkin: Holiday Surprise]]> http://www.boardgamerevolution.com/munchkin-holiday-surprise.html Munchkin Holiday Surprise is a reprint of Christmas-themed Munchkin boosters and promo cards, plus some new stuff. It consists of 68 cards (39 Doors and 29 Treasures) and contains the following: Cards from Munchkin: Waiting For Santa Cards from Munchkin: Santa's Revenge Cards from Munchkin Reindeer Games Cards from Munchkin Naughty & Nice Two Christmas-themed cards from the various Exclusive Warehouse 23 Munchkin Boosters: Gift Card (2012), and Stocking Stuffers (2010) Two Christmas-themed Munchkin Promo Cards: Nativity Scene, Santa's Little Elvis Four cards not yet released (see below) Christmas-themed Kill-O-Meter Two Munchkin d6s, one pearlescent red and one pearlescent green

Regular Price: $19.95

Special Price: $14.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Wars LCG: Assault on Echo Base]]> http://www.boardgamerevolution.com/star-wars-lcg-assault-on-echo-base.html As Imperial walkers begin their march against Echo Base, the Rebel Alliance and its allies prepare to mount a desperate defense of their frozen refuge. Will the Rebel shields hold against the Imperial onslaught? Will the Rebel defense of Hoth buy enough time for light side forces elsewhere to gather recruits and spread hope throughout the galaxy? Or will General Veers lead the Empire's walkers and troopers to a commanding victory while bounty hunters and Black Sun mercenaries chase down the remnants of the light side resistance? Assault on Echo Base, the fourth Force Pack in "The Hoth Cycle" for Star Wars: The Card Game, adds complete playsets of six new objective sets, opening up all-new strategies based around Walkers, Troopers, Droids, manipulating shield tokens, and removing damage from objectives. Meanwhile, two new objective sets feature powerful effects that trigger while their objectives are undamaged, encouraging players to center their strikes and defenses around them. Descriptive text from the back of the pack: The battle of Hoth is underway, and the opening shots have been fired. The Rebel Alliance is hopelessly outgunned, as the Imperial Blizzard Force moves relentlessly towards Echo Base. Assault on Echo Base is a Force Pack for Star Wars: The Card Game and contains 60 new cards designed to augment your decks. Star Wars: The Card Game is a game of fast-paced combat, high stakes subterfuge, and innovative deck customization for two players. Contains objective sets 53-58. This is not a standalone deck. The Star Wars: The Card Game Core Set is required to play.

Regular Price: $14.95

Special Price: $11.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Masques]]> http://www.boardgamerevolution.com/masques.html As the head of an ambitious Venetian family in Intrigo (a.k.a. Masques) – which won the 2009 Concours de créateurs under the title St Benoît – you have sent your most influential representatives to mingle at the Doge's masquerade ball. By cleverly positioning these guests (and by manipulating the guests of your opponents), you'll vie for the attention of Venice's elite guild masters, ensuring the most political power for your family. Gameplay revolves chiefly around the clever use of guest cards with varying levels of influence. Each player receives a hand of guest cards, and each guest card has an influence value and its own power, e.g., the peddler, the assasin and the gondolier. The higher the influence, the greater that guest's clout at court. Each player's hand consists of a mix of cards representing members of any of the families currently in play. Use a rival family's guest cards against them, and watch for chances to set up your own house for success. Each of the rooms of the Doge's palace offer tokens representing a guild's favor or valuable ducats to be won by ambitious nobles. The spaces between each card that represents a room in the palace are the hallways of the Doge's estate – the areas in which guest cards are placed to compete for adjacent resources.

Regular Price: $12.95

Special Price: $9.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Ooga Booga]]> http://www.boardgamerevolution.com/ooga-booga.html We return to ancient days, when man lived in caves and woman lived in adjoining caves and their language consisted of little more than grunts and gestures. Primitive though we may have been, we still dreamed of ruling over everyone else as leader of the clan! In Ouga Bouga players need to repeat a series of guttural noises, then add to the chain. At the start of each round, players are dealt three cards face-down and those cards remain hidden; each card shows a "word" and associated illustration – "Miti" for woolly mammoth and "Atrrr" for fire. The first player of the round lays a card in the center of the table, makes the noise, then points at another player, saying "Ha!" That player must add a card, repeat both sounds in order, then choose someone other than the player who chose him. Some cards have actions and add a gesture such as sticking out your tongue or pounding the table. A round ends one of two ways: (1) A player is accused of messing up, with accusers pointing at him and saying "Ho!" If the accusation is correct, the player "scores" all cards in the center, plus one card from each accuser; if not, then the accusers split the cards among themselves. (2) A player adds his third card to the pile and correctly repeats all the sounds, ending with "Ouga Bouga!" As a reward, he distributes the cards in the center, as well as any penalty cards previously collected, among all the players. After a round ends, every player refills his hand to three cards and another round begins. If not enough cards remain, the game ends and the player with the fewest cards wins.

Regular Price: $13.00

Special Price: $9.75

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dominion: Guilds]]> http://www.boardgamerevolution.com/dominion-guilds.html Jobs, everyone's worried about jobs. Whatever happened to tilling the fields in obscurity? The economy is just a trick, like stealing someone's nose, but lately people seem to have seen through it, like when you realize someone hasn't really stolen your nose. So now everyone's joining a guild, learning a craft, and working on a masterpiece – a painting so beautiful it blinds you, or a cheese grater so amazing that you never eat cheese again. The only people left tilling the fields are the ones doing it ironically. The guilds cover everything – ironic tilling, butchering, baking, candlestick making, shoemaking, cheesemaking, cheese destruction. Your advisor is convinced that somehow, control of the stonecutters is key to world domination. Very well. You will have stone handled so expertly that the world trembles before you. Dominion: Guilds is the eighth addition to the game of Dominion, adding thirteen new Kingdom cards to the game. This expansion has coin tokens that you can save to spend later, and cards you can get more out of by paying extra for them.

Regular Price: $29.95

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[The Manhatten Project: Second Stage]]> http://www.boardgamerevolution.com/the-manhatten-project-second-stage.html The Manhattan Project: Second Stage consists of four small expansions that can be added to the base game individually or together. Nations 2 works like the previous Nations expansion, with each player getting one card to represent a country and gain a special power. Seven new countries and powers are represented. Rocket Technology allows you to build a rocket factory when taking the "Design Bomb" action. Rockets work exactly like bombers - but fighters provide no defense against them. H-Bomb Technology upgrades the "Design Bomb" action, allowing a player to return an available bomb to the bottom of the deck in order to acquire an H-Bomb card. To build an H-Bomb, however, the player needs Lithium Deuteride, which comes from new cards that work similar to Mines. Personalities adds seven roles to the game based on real individuals who contributed to the Manhattan Project. Each time you retrieve your workers you will select a different role. Each role will grant you persistent benefits until the next time you retrieve.

Regular Price: $34.99

Special Price: $25.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Hanabi]]> http://www.boardgamerevolution.com/hanabi.html Hanabi – named for the Japanese word for "fireworks" and consisting of the ideograms "Flower" and "Fire" – is a cooperative game in which players try to create the perfect fireworks show by placing the cards on the table in the right order. The card deck consists of five different colors of cards, numbered 1-5 in each color. For each color, the players try to place a row in the correct order from 1-5. Sounds easy, right? Well, not quite as in this game you hold your cards so that they're visible only to other players. To assist other players in playing a card, you must give them hints regarding the numbers or the colors of their cards. Players must act as a team to avoid errors and to finish the fireworks display before they run out of cards.

Regular Price: $9.95

Special Price: $8.25

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Legendary: Dark City]]> http://www.boardgamerevolution.com/legendary-dark-city.html Legendary: Dark City – which requires Legendary: A Marvel Deck Building Game in order to play – includes seventeen new heroes (e.g., characters from X-Force and Marvel Knights), six new villain groups, five new Masterminds (including Apocalypse and Kingpin), two new Henchmen groups, and new Schemes. Unlike in the Legendary base game, each hero is represented with four pieces of artwork to make it easier for players to distinguish at a glance which hero card has which power. This expansion also includes a new game mechanism for Bystanders, who in the base game just stood around waiting to be kidnapped or rescued with no autonomy of their own.

Regular Price: $40.00

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dragon Rage]]> http://www.boardgamerevolution.com/dragon-rage.html Dragon Rage is a game of mythical creatures attacking a walled medieval city. The game-board is a full color aerial view of the city and surrounding territory, and the counters include knights, infantry, heroes, wizards, dragons, orcs, trolls, great birds, giants, and other mythical creatures and beasts. The game rules include six scenarios, and a table for creating your own games with different combinations of monsters and city defense forces

Regular Price: $75.00

Special Price: $52.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[RallyMan]]> http://www.boardgamerevolution.com/rallyman.html

In the racing game Rallyman, before you can start the race, you need to create your rally track by connecting the sides of 1-4 double-sided boards, with one side of each board featuring asphalt and the other side snow.

The movement system is simple: Each die rolled, you advance one space. So you have five dice for each of the speeds and two of "gas" to continue moving without changing your speed. Each die is playable exactly once each turn. When you stop your movement, you take a card corresponding to the last speed that you started: the higher your speed, the lower your time.

The track has both straight sections and turns that require a certain speed so that you can pass with different manners (by skidding, sharp turning, ...). You must roll the die because it determines the speed selected, but may show a "!" which will put you in danger. With the third "!" displayed, your car will risk going spinning off the road, resulting in loss of time (1'00" instead of the scheduled time on your card), but sometimes also damage to the vehicle depending on the landscape in which you crash.

At the end of each round, each player adds his times to his total time. The winner is the player who accumulates the least total time.

The ability to take risks to scrape off a few seconds or in the management of your tires adds more to the simulation.

Regular Price: $50.00

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Milestones]]> http://www.boardgamerevolution.com/milestones.html

The settlement of the country is the work of the players in their role as noble builders in Milestones!

In this game, players work together to build roads, create marketplaces, and erect houses. With each milestone set along the way, they move further into the country.

But while they build together, when it comes to procuring construction materials, money, and grain each player is on his own. Thus, you must carefully develop your own network of goods, trade and colonization materials and optimize its use cleverly. Whoever also develops a keen sense of timing can grab the most valuable building sites and in the end win out.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Ascension: Immortal heroes]]> http://www.boardgamerevolution.com/ascension-immortal-heroes.html

Ascension: Immortal Heroes is both a supplement to Gary Games' full-sized expansion/stand-alone game Ascension: Storm of Souls as well as a stand-alone two-player game in its own right.

As the second set in the series, Ascension: Immortal Heroes completes the Storm of Souls story arc, with players trying to wield the power of past heroes with new Soul Gem cards – representing the trapped souls of heroes from the past – to stop the rebel godling Kythis from fueling his mad ascent to godhood.

As with other Ascension titles, Immortal Heroes is a deck-building game in which players acquire cards from a central pool to add to their decks for use later; at the same time, they also combat creatures and other things that show up in that shared space. Both cards acquired and creatures defeated earn a player points.

Regular Price: $29.99

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Thunderstone Advance: Root of Corruption]]> http://www.boardgamerevolution.com/thunderstone-advance-root-of-corruption.html

Following on the heels of Thunderstone Advance: Caverns of Bane, Thunderstone emerges into the deepest trouble yet. The tunnels under the fortress at Cheah Dell are clear. The lost dwarven kingdom of Caligin is reclaimed. And the djinni lich, Mowtil, has been defeated, sealing the portal of black flame into Tala. The adventurers have collected three more Thunderstones, and Doom's full plans are revealed. He has corrupted the heart of Tala, Dun Ordha. A monstrous army marches on the capital city, even as the final Thunderstone is revealed to be held by King Caelan himself. Can the adventurers race ahead of an army to save the city from a siege outside the walls and sickly corruption within?

Thunderstone Advance: Root of Corruption, the second expansion for Thunderstone Advance, introduces new challenges and an all-new way to play: co-op! It also features ruinous sin incarnates, vicious scavenger gnolls, thrall summoners to bring back memorable foes, seven new heroes, six new monster groups, fifteen new village cards, and a new poster map board that creates options for co-op play using existing cards and rules! What's more, all Ambusher cards from Towers of Ruin and Caverns of Bane have been reprinted with updated graphics to increase visibility.

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Marvel Legendary]]> http://www.boardgamerevolution.com/marvel-legendary.html

Legendary is a deck-building game set in the Marvel Comics universe. To set up the game, players choose a number of hero decks – Spiderman, Hulk, Cyclops, Wolverine, etc. – and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what's available. Players then choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain's attack cards underneath it, then modify the villain deck as needed based on that villain's particular scheme.

Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of six cards, with empty slots refilled as needed. At the start of a player's turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains "master strike" cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action.

As players fight and defeat villains, they collect those cards, which will be worth points at game's end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however – having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes – then the players all lose.

Regular Price: $59.99

Special Price: $52.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Trek Fleet Captains]]> http://www.boardgamerevolution.com/star-trek-fleet-captains.html

Star Trek: Fleet Captains, designed for two or four players, is set in the "Prime Universe" of STAR TREK (as seen in the various TV series and movies up to Star Trek: Nemesis) and is more adversarial in nature when compared to Star Trek: Expeditions.

Each player begins play with a fleet of ships and starts at opposite ends of an unexplored sector of space. This sector of space is represented by hexegonal cards (which are shuffled before play and placed face-down in a pre-determined pattern). As each ship progresses through the sector, you turn the tiles face up, revealing what is in that part of the sector (a Class-M planet, a Class-J Nebula, empty space, etc...). Hopefully you will discover and acquire resources while simultaneously denying them to your opponent(s).

When conflict inevitably breaks out, you and your opponent(s) will battle it out for sector supremacy. Last fleet standing wins the sector for their respective faction.

Each ship will be on a base with a dial and accompanied by a "Ship Card". The Card denotes three different statuses for each ship; normal operating, Yellow Alert, and Red Alert. Each status affects how your dial plays as well as how the game and your opponents interact with you.

There is also a deck of cards involved that each player brings with their fleet, and these are used during gameplay to affect the outcome of battles, player interactions, etc...

Regular Price: $100.00

Special Price: $70.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Quarriors! Quest of the Qladiator]]> http://www.boardgamerevolution.com/quarriors-quest-of-the-qladiator.html

In Quarriors! Quest of the Qladiator, the third expansion for Quarriors!, you have been selected to compete in the Qladitorial Games! Quadrennially, Empress Quiana calls together the mightiest Quarriors across the land to compete in the great Quolosseum. Will you defeat all other competitors for the greatest Glory?

Quarriors! Quest of the Qladiator adds forty new custom dice powering six new creatures and two new spells, in addition to a new "Lock" mechanism that allows some creatures to have long-lasting game effects.

Regular Price: $42.50

Special Price: $30.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Trek Fleet Captains: Romulan Empire]]> http://www.boardgamerevolution.com/star-trek-fleet-captains-romulan-empire.html

In Star Trek: Fleet Captains - Romulan Empire, the Romulan Empire expands its influence into the game of Star Trek: Fleet Captains.

This expansion features twelve new Romulan ships molded in color and ten new Romulan Command Decks. A new game mechanism — Espionage — adds new Missions for your fleet and the new Saboteur crew members allow you to deploy secret agents onto your opponents ships! An updated rulebook includes rules to allow for three-player games.

Regular Price: $53.00

Special Price: $37.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Trek DBG: Original Series]]> http://www.boardgamerevolution.com/star-trek-dbg-original-series.html

In Star Trek [Deck Building Game]: The Original Series, players take on the role of Captain of a salvaged Starship. They will search for new allies such as Kirk, Spock, and other famous Characters, and Explore space to complete Missions and overcome Events.

Star Trek [Deck Building Game]: The Original Series features new Basic Character Effects that can be transferred to any of the other Star Trek [Deck Building Game]s for a new experience; the new "Handheld" keyword, which is found on some Maneuvers that need a Character to hold them to be used; and new Draft Mission cards that give players a set of hidden Missions that only they can complete from the start of the game.

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mice and Mystics]]> http://www.boardgamerevolution.com/mice-and-mystics.html

In Mice and Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra's minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle's former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra's weakness and defeat her.

Mice and Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle's housecat, Brodie. Mice and Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to hoard the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.

Mice and Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come – assuming they can all squeak by...

Regular Price: $74.95

Special Price: $52.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Last Night on Earth: Timber Peak]]> http://www.boardgamerevolution.com/last-night-on-earth-timber-peak.html

Escaping from the zombie-overrun town of Woodinvale, a handful of survivors make their way up into the mountains – but as they reach the small logging and mining town of Timber Peak, they discover that a new nightmare has just begun!

Last Night on Earth: Timber Peak is an action-packed standalone game as well as an expansion for Last Night on Earth. Introducing the brand new town of Timber Peak with a full set of game boards, six new Heroes (including three Survivor versions of Heroes from the original Last Night on Earth), four Generator objective pieces, a full set of 14 Zombies, a host of new Scenarios, rules for fire breaking out and spreading, over 130 new game cards, and a full Experience System for both Heroes and the Zombie horde to gain upgrades within the course of each game!

Timber Peak is packed with new material for veteran players to add to their toolbox, and a fantastic way for new players to jump into the action. A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding lots of replayability. As with the original game, one or two players control the zombies, while the rest control heroes.

To achieve a horror movie feel, all of the art for the game is photographic.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mythic Battles]]> http://www.boardgamerevolution.com/mythic-battles.html

Mythic Greece is in chaos: Athena and Hades are at war and have sent their greatest heroes to battle. Take on the role of these generals out of legend, leading fantastic armies and lead your troops to victory!

Mythic Battles is a game which simulates epic confrontations and battles that will take your breath away. Thanks to its innovative system – the Building Battle Board (BBB), which combines game mechanisms from miniature games, board games and card games – Mythic Battles offers you an experience the likes of which you have never seen. Recruit your army, play your cards to activate your units, roll your dice to resolve combat – reinvent your way of playing!

This box contains two complete armies to play with two or four players, an initiation campaign, as well as all that's required to play as you wish. Other armies and units will periodically be released to flesh out your campaigns.

Write your legend in the blood of the fallen!

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Tsuro of the Seas]]> http://www.boardgamerevolution.com/tsuro-of-the-seas.html

The basic game play of Tsuro of the Seas resembles that of Tom McMurchie's Tsuro: Players each have a ship that they want to sail — that is, keep on the game board — as long as possible. Whoever stays on the board the longest wins the game.

Each turn players add "wake" tiles to the 7×7 game board; each tile has two "wake connections" on each edge, and as the tiles are placed on the board, they create a connected network of paths. If a wake is placed in front of a ship, that ship then sails to the end of the wake. If the ship goes off the board, that player is out of the game.

What's new in Tsuro of the Seas are daikaiju tiles, representing sea monsters and other creatures of the deep. On the active player's turn, he rolls two six-sided dice; on a sum of 6, 7, or 8, the daikaiju will move, while on any other sum they'll stay in place. To determine which direction the daikaiju tiles move, the player then rolls one die. On 1-5, the tile either rotates or moves in a specific direction. On a 6, a new daikaiju tile is added to the board.

If a daikaiju tile hits a wake tile, a ship, or another daikaiju tile, the object hit is removed from the game. Another way to be ousted! The more daikaiju tiles on the game board, the faster players will find themselves trying to breathe water...

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Siberia]]> http://www.boardgamerevolution.com/siberia.html

Siberia has a reputation for being a land of vast resources, and players are going to do their best to exploit those resources and convert them into as much loot as possible.

To set up the game, place two different resources at random on each area in Siberia, place the remaining resources on their supply spaces, draw four of the 20 investment tiles from the bag and lay them on the game board, give each player his own playing panel and workers/salesmen, then place all the action counters in the bag.

Siberia lasts an unspecified number of rounds. Each round consists of two phases: (1) drawing and placing action counters and (2) performing actions. In the first phase, all players draw six action counters from the bag, then place them on their individual playing panels. Most action counters show both a resource (five types possible) and a person (four types), while managers are on counters of their own. Each playing panel has columns for the five types of resources and the five types of workers, with space for two counters in each column. Players can also allocate counters to the "research facility" below their panel. In the second phase, players take actions one at a time until everyone has no actions remaining or passes. A resource or worker action can be taken only if both spaces are filled in the appropriate column; when a player takes an action, he removes all action counters in the column, returns them to the bag, then takes the action.

• The "research facility" action must be carried out first, with the player taking the designated resources from the supply and placing one resource in any location that doesn't already have that resource available.

• The worker actions allow a player to place a salesman in a stock exchange, place a worker in Vladivostok, move workers up to three spaces, move a manager to any action space, or claim an investment tile; each investment tile corresponds to a particular resource or worker action and is placed on the player panel permanently, allowing the player to take this action more easily in the future since the column is always half-filled.

• Each resource action allows a player to remove that resource from all areas where he has a worker, then immediately sell them on one of the stock exchanges where he has a salesman.

A player can keep up to ten action counters on his playing panel at the end of a round, allowing him to prepare for and build up actions for future rounds. The game ends at the end of any round in which three of the five resources have no supply remaining or eight areas have had all their resources removed. (Once an area is exhausted, nothing can be placed in it for the remainder of the game.) The player who has the most money wins.

Regular Price: $70.00

Special Price: $56.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Seasons]]> http://www.boardgamerevolution.com/seasons.html

Seasons is a game of cards and dice which takes place in two phases:

The first phase consists of a draft: the goal during this phase will be to establish a strategy for the rest of the game with 9 cards that can be selected (Each card has a specific effect and earns victory points).

Once the draft is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.

Next comes the second phase of play: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

These cubes offer a variety of actions to the players:

- Increase your invocation (maximum number of cards you may have placed on table)

- Harvesting energy (water, earth, fire, air) to pay the cost of invocation maps

- Crystallization energy (during the current season) to collect crystals. These serve both as a resource to rely on some cards, but also many victory points in the endgame.

- Draw new cards ...

Each player can choose only one die per turn. The first player will choose among those launched, then the following among those remaining and so on. At each turn, the dice indicate how many remaining cells (1, 2 or 3 boxes) the marker of the seasons ahead.

In addition, all the dice are different depending on the season. For example, there is not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes.

At the end of the game we add the points of victory on the cards given the number of crystals possessed. The player with the most victory points wins.

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Vanuatu]]> http://www.boardgamerevolution.com/vanuatu.html

In Vanuatu, you are a Vanuatuan who wants to prosper during the eight turns of the game. In order to prosper, you have to manage with natural resources, rare items, vatus (local currency) and tourists. To earn money or prosperity points, you may also draw on the sand, carry tourists all over Vanuatu islands, or trade cargo with foreign countries.

On each turn, the archipelago expands and you have to program your actions with five tokens. You put one or more of them on the chosen action spaces, and on your turn, you will only be able to play an action if you have the majority on its space. Thus, sometimes have to wait for other players to remove their tokens by playing their actions. If you are not in majority anywhere, you have to remove all of your tokens from an action and give up hope of playing this action. A good strategy lets you block other players; for example, they won't be able to sell fishes if they haven't caught them first – order matters! Islands and sea resources are rare, so be quick and take them first!

There is no such thing as a rich Vanuatuan. When you reach ten vatus, they automatically transform into 5 prosperity points and again, you are poor. Life is hard, but you may encounter ten men to help you; on each turn you choose one of them to increase your benefits from an action. As always, being the first player lets you choose before the others.

In short, Vanuatu is a strategy game of programming and majorities that features development, blocking, and a lot of interaction between players.

Regular Price: $60.00

Special Price: $47.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[A Touch of Evil: The Coast]]> http://www.boardgamerevolution.com/a-touch-of-evil-the-coast.html A Touch of Evil: The Coast is packed full of new material for A Touch of Evil including four exciting new Heroes, a new full size game board of the fog-shrouded coastline to add to the main Shadowbrook board, new Town Elders, and a host of new mysteries to be solved. The Coast also features tons of new game cards including decks for new Locations to explore, The Smuggler's Cove, Lighthouse, a haunted Shipwreck, and the long cursed village of Tidewater; and much more! With four fearsome new Villains to hunt like The Ghost Ship, Siren, or the dreaded Dreamweaver, the Heroes must fend off deadly curses and contend with all manner of creatures from the dark depths to keep evil at bay, forcing it back into the icy waters that break along the rocky shores of The Coast.

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mage Wars]]> http://www.boardgamerevolution.com/mage-wars.html

Mage Wars pits powerful Mages against each other in deadly arena combat. Each Mage uses his own fully-customizable book of spells to achieve total victory over his opponent. Summon mighty creatures to do battle in your name; cast powerful spells to attack your foe and thwart his every plan and strategy; use hidden enchantments to turn the tables and rule the day; adorn yourself with mighty weapons, armor, and arcane artifacts – all of this and more awaits you in the arena of Mage Wars!

Mage Wars is a tactical board game, a combination of a card game and miniatures game, combining the best elements from each genre. The game is played on an arena game board divided into square areas called "zones", which regulate movement and the placement of objects. Each Mage (player) starts in a corner of the arena, opposite his enemy.

Each player holds a spellbook, from which spell cards are pulled out as they are cast during the game. This has the feel of being a real Mage, turning the pages of your tome of magic, as you plan your strategy each turn. A point system allows you to choose spells for your spellbook, with more powerful spells and spells outside your schools of training costing more points. You have full access to cast any spell you want each turn, allowing for an unprecedented level of rich strategy and tactics. Many of these spells – such as creatures, equipment, and enchantments – are placed on the board and become objects in the game. Creatures can move around the arena, and attack each other and the enemy Mage. Attacks deal damage, as well as interesting special effects such as Burn, Corrode, Stun, Daze, Push, Cripple, Paralyze, etc. Creatures can be destroyed when they receive too much damage, or can be controlled by powerful curses and enchantments, or contained by walls and other creatures.

Regular Price: $59.99

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Level 7: Escape]]> http://www.boardgamerevolution.com/level-7-escape.html

Deep underground, in the middle of nowhere, lies Subterra Bravo – a top-secret military installation filled with the unspeakable horrors of science gone wrong. Within its impenetrable depths, the masters of this fortified facility conduct gruesome experiments on innocent prisoners cruelly abducted from their otherwise ordinary lives.

You are a captive of Subterra Bravo, imprisoned in the facility's deepest laboratory, the hall of nightmares known as LEVEL 7. Your singular goal is to escape, but to do that you will have to evade the human and inhuman denizens of this subterranean labyrinth before the entire base is locked down, sealing you in for the rest of your short, tormented life. Will you work together with your fellow prisoners to overcome Subterra Bravo's endless perils, or will you use them to secure your own escape? Ultimately, your chances of survival will depend on how well you manage your greatest weapon, which is also your greatest threat: fear itself.

Level 7 [Escape] is a semi-cooperative, story-driven survival-horror board game for 1–4 players with nerves of steel and a willingness to confront the impossible.

Regular Price: $55.00

Special Price: $38.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Wars X-Wing Miniatures Game: Core Set]]> http://www.boardgamerevolution.com/star-wars-x-wing-miniatures-game-core-set.html

Star Wars: X-Wing Miniatures Game is a tactical ship-to-ship combat game in which players take control of powerful Rebel X-wings and nimble Imperial TIE fighters, facing them against each other in fast-paced space combat. Featuring stunningly detailed and painted miniatures, the X-Wing Miniatures Game recreates exciting Star Wars space combat throughout its several included scenarios. Select your crew, plan your maneuvers, and complete your mission!

Whatever your chosen vessel, the rules of X-Wing facilitate fast and visceral gameplay that puts you in the middle of Star Wars fiercest firefights. Each ship type has its own unique piloting dial, which is used to secretly select a speed and maneuver each turn. After planning maneuvers, each ship's dial is revealed and executed (starting with the lowest skilled pilot). So whether you rush headlong toward your enemy showering his forward deflectors in laser fire, or dance away from him as you attempt to acquire a targeting lock, you'll be in total control throughout all the tense dogfighting action.

Star Wars: X-Wing features a number of unique missions, and each has its own set of victory conditions; with such a broad selection of missions, only clever and versatile pilots employing a range of tactics will emerge victorious. What's more, no mission will ever play the same way twice, thanks to a range of customization options, varied maneuvers, and possible combat outcomes. Damage, for example, is determined through dice and applied in the form of a shuffled Damage Deck. Each time your fighter sustains a hit, you'll draw a card that assigns a special handicap. Was your targeting computer damaged, affecting your ability to acquire a lock on the enemy? Perhaps an ill-timed weapon malfunction will limit your offensive capabilities. Or worse yet, your pilot could be injured, compromising his ability to focus on the life-and-death struggle in which he is engaged...

The Star Wars: X-Wing starter set includes everything you need to begin your battles, such as scenarios, cards, and fully assembled and painted ships. What's more, Star Wars: X-Wing's quick-to-learn ruleset establishes the foundation for a system that can be expanded with your favorite ships and characters from the Star Wars universe.

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Wars X-Wing: X-Wing expansion pack]]> http://www.boardgamerevolution.com/star-wars-x-wing-x-wing-expansion-pack.html expansion pack containing the X-Wing fighter

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Star Wars X-Wing Miniatures Game: Tie Fighter expansion pack]]> http://www.boardgamerevolution.com/star-wars-x-wing-miniatures-game-tie-fighter-expansion-pack.html contains the Tie Fighter ship

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Hive Pocket]]> http://www.boardgamerevolution.com/hive-pocket.html Travel edition of Hive. Includes both the Ladybug and Mosquito expansions!

Regular Price: $24.95

Special Price: $17.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Ugg-Tect]]> http://www.boardgamerevolution.com/ugg-tect.html

In Ugg-Tect, first released as Aargh!Tect, players work in teams to construct fabulous – well, let's say "functional" – structures out of materials lying around them. All the players are cavemen, however, so you have only rough blocks with which to build and you can communicate only through primitive gestures and sounds. Ugungu!

When you're the architect on your team, you see a building plan that shows how the blocks should be placed in the finished design. To get the builders on your team to do the heavy work, you must tell them which piece to use – through gestures like stomping your feet or raising your arms above your head – and what to do with it. "Manungu" tells them to put the piece at the front of the structure, while "Manungu manungu" means to put it at the back. Moving pieces left or right, up or down, laying them down or rotating them – lots of details need to be conveyed with only a few commands and your trusty (inflatable) spiked club. When you give a command and your team performs well, tap them on the head once to show approval. Hit them twice, though, and they know they messed up and need to pay better attention. I said, "Karungu!!" (stomp stomp stomp)

The fastest – and most accurate – architect/building team will carry the day...

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lyssan]]> http://www.boardgamerevolution.com/lyssan.html

It is an empire of changing flags. The old crown fell, and many stepped forward to claim it. That was two centuries ago.

Now the barons and the princes swear loyalty to whichever claimant-emperor garrisons the nearest army today. The clergy sell their sermons for the highest bidder, and spies whisper promises to mercenary generals.

You are the one true ruler of the broken Empire of Lyssan, and it's up to you to put the pretenders (the other players) in their place before their endless squabbling tears your nation apart. You (and others) will attempt to take control by using castles, knights, nobles, priests, and spies:

Knights hold territory and fight masterfully.

Nobles hold territory, support priests, and fight poorly.

Castles hold territory, spawn new units, and protect knights and nobles.

Priests manipulate influence and support spies.

Spies assassinate priests and other spies, and have the devastating power to steal other players' court cards.

Lyssan is an intense board game of strategy, cooperation, and betrayal for two to four players. The winner is the player who claims the most trophies, and each trophy can only be claimed by a single player. One trophy card might call for the player to control the most mines, the next to have most spies deployed, and the next to have the most sophisticated court. An upcoming trophy is revealed each turn, requiring strength, cunning, and adaptability to win.

Regular Price: $60.00

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Libertalia]]> http://www.boardgamerevolution.com/libertalia.html

Captain Swallow has always dreamed of pocketing a large nest egg in order to retire on a remote island – but he never counted on stiff competition from Captains Stanley Rackum, Dirk Chivers and others, greedy and cruel enemies who always manage to attack the same ships as him. If he wants to finally sink back and enjoy peaceful days in the sun, he must become the most cunning pirate!

In Libertalia, you must thwart the plans of competitive pirates over the course of three rounds while using cards that show the same crew members as your piratical comrades-in-arms. Yes, not only do they attack the same ships, but they employ the same type of ravenous scum that you do! Can you take advantage of the powers of your characters at the right time? Will you be outdone by a pirate smarter than you? Jump into the water and prove your tactical skills!

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Metropolys]]> http://www.boardgamerevolution.com/metropolys.html

The awe-inspiring Metropolys is in effervescence! Talented Urban planners and architects rival each other to make luxury, elegant buildings of glass and steel defying the laws of balance, grow from the ground. Who will eventually impose their style to leave an indelible trail in the history of the city? The answer is in your hands!

The players are urban planners in quest of prestige. Over the course of the game, they try to construct their buildings in the best places. As soon as a player has placed all of their buildings, the game ends. The player with the most prestige is the winner.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Africana]]> http://www.boardgamerevolution.com/africana.html

In Africana, players travel through Africa, taking part in expeditions and trying to be the first to reach various destinations. With the money they earn, they can buy adventure cards that earn them precious antiques. Africana features the "Book of Adventures" game system from Schacht's Valdora in which players can acquire cards that are laid out like books, with players "turning the pages" to find the adventure cards they most want.

The game board in Africana shows the continent divided in half at the equator, with the cities in the north half colored brown and the cities in the south white. Adventure cards with a brown border can be acquired only in the south and must be delivered to the north, while white-bordered adventure cards take the opposite route. Five expedition cards – each showing the starting and ending location and a reward for completing the expedition – are laid face-up on the game board.

Each player has one researcher token that will travel around the board, and on a turn a player takes one of three possible actions:

Draw two travel cards. (A player can have no more than five travel cards in hand at turn's end.)

Buy one or more adventure cards, for five coins each.

A player can flip one page in the book for free, with each additional flip costing one coin. (A player can have no more than three adventure cards to be fulfilled at turn's end.)

Move the researcher by paying travel cards that match the color of the space being traveled to. Each player has a joker in hand, which will be retained at the end of each turn. If a player moves onto the start space of an expedition, he can mark that expedition card with a marker; if he reaches the destination for an expedition he's on, he receives the reward depicted and claims the card, while anyone else on the expedition receives nothing. A new expedition card is then revealed.

When a player reaches the destination shown on an adventure card, that player scores that card by placing it under his player mat. Some cards show helpers, which are represented by helper cards in a player's hand. These cards allow travel on the color shown on the card and return to the player's hand after use, but a player who employs many helps will lose points at the end of the game.

Once the expedition cards run out, the game ends and players score for the expeditions they completed, sets of identical and different adventure cards, money in hand, and a few other things. The player with the most points wins!

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: The Hobbit Overhill and Underhill]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-the-hobbit-overhill-and-underhill.html

The Lord of the Rings: The Card Game - The Hobbit: Over Hill and Under Hill is the first Saga Expansion for The Lord of the Rings: The Card Game and gives players the chance to participate directly in the thrilling narrative laid out by J.R.R. Tolkien in his beloved classic. Its characters, enemies, and scenarios are drawn directly from the first half of the novel. The three new scenarios in The Hobbit: Over Hill and Under Hill can be played one at a time, or they can be linked to form a campaign that allows players to relive Bilbo's dramatic story arc!

Bilbo Baggins is included as a hero and adds a new sphere of influence to the game: the Baggins sphere. Baggins sphere tokens can be used not only to pay for Baggins sphere and neutral cards, but they can be used to get yourself out of sticky situations via a number of game effects that change with each scenario. While Baggins can gain resources and take actions like other heroes, he is so central to the story that if he leaves play, the players automatically lose.

The Hobbit: Over Hill and Under Hill introduces a new type of card – treasure – and players acquire these treasure cards, which represent Middle-earth's most valuable items, only by completing scenarios, with treasure then carrying over into subsequent scenarios. Don't find all the treasure that you suspect is present in a scenario? Explore it again, and hope that you find the riches before you perish...

Regular Price: $29.95

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Show Manager]]> http://www.boardgamerevolution.com/show-manager.html The players put together four shows in any order: Queenie, Wolf, King Lear, and Ballet. To accomplish this, players draft actor cards from a constantly changing queue of cards. Each card represents actors of varying skills at roles. Once a player puts together all the needed roles for a show, the value is judged against all the other productions of that type, with points given relative to the other productions.

Regular Price: $59.95

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: Foundations of Stone]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-foundations-of-stone.html expansion pack for Lord of the Rings LCG

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeon Fighter]]> http://www.boardgamerevolution.com/dungeon-fighter.html

Explore spooky dungeons, find glorious treasure, buy powerful magic items, and challenge the most horrible creatures. Will your party be able to defeat the final boss?

In Dungeon Fighter, a fully cooperative board game, players take on the roles of heroes venturing deep into a three-tier dungeon. Along the way, they explore the dungeon, search its many rooms, and face endless hordes of vicious monsters. Best of all, your skill determines the ability of your character. Can you kill Medusa without looking into her eyes, defeat the Minotaur in the labyrinth, or resist the breath of the dragon? Will you be able to hit a target by throwing the dice under your leg with your eyes closed?

You will feel truly part of a centuries-old battle between good and evil...with a touch of foolish stupidity.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Memoir '44 Equipment Pack]]> http://www.boardgamerevolution.com/memoir-44-equipment-pack.html

The Memoir '44 Equipment Pack is a major expansion to the Memoir '44 game system and fills a game box as big as the original board game. With 186 plastic figures, the Equipment Pack includes 108 figures from four WWII nations, including French Infantry, Finnish Ski Troops, Italian Artillery and Polish Cavalry; 24 new pieces of Artillery (Flak-88's, "Long Tom" Big Guns, M7 Priests and "Screaming Meemies" Nebelwerfers); new Beach Landing equipment that includes six amazing Hobart's Funnies, complete with accessories; six Snipers; and scores of new Armor, Vehicle and Special Weapon Assets, including some Elefant Tank Destroyers, Kübelwagen Command cars, and M2 Mortars and Machine Guns.

These figures can be deployed over many of the existing Memoir '44 scenarios and are also heavily featured in the eleven Standard, two Breakthrough and four Overlord new scenarios that come in the Equipment Pack. A rules booklet and 25 Summary cards complement this pack. This expansion requires at least one copy of the Memoir '44 base game. Many of its expansions are required to enjoy most of the included scenarios. We recommend that players at minimum own the Terrain Pack and the Winter/Desert board.

Regular Price: $60.00

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[The Walking Dead: The Board Game]]> http://www.boardgamerevolution.com/the-walking-dead-the-board-game.html The Walking Dead: The Board Game from Z-Man Games transforms the Robert Kirkman comic book series into a board game, giving "fans the opportunity to play Rick, Shane, Andrea, and other favorite The Walking Dead characters as they deal with zombies, collect supplies and pick up the pieces of their lives", according to a press release announcing the game. Encounter and location cards recreate scenes and events from the comic book series.

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Rodeo Rummy]]> http://www.boardgamerevolution.com/rodeo-rummy.html

Rodeo Rummy features the "card deck" dice from Square Shooters in a new take on traditional rummy games. At the start of a player's turn, she spins to find out which type of rummy hand she needs to roll on the dice, with an additional bonus or penalty coming from the inner ring of the spinner. You could earn an extra roll, be penalized for hearts or spades, earn double points for jokers, and more.

Once you have your target, you have at most three rolls of the dice to make it and earn points.

Rodeo Rummy includes instructions for other rummy variations that can be played with the Square Shooters dice.

Regular Price: $17.99

Special Price: $12.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Wiraqocha]]> http://www.boardgamerevolution.com/wiraqocha.html

We are in the early XXth century, but the world is not as we know it. In 1895, exploring Amazonia, Auguste Copperpot discovered a gate to a lost valley, occupied by a primitive civilisation. Wiraqocha Valley was the name he gave to this remote Eden. This world enclosed a treasure that was going to revolutionize modern sciences, namely the Somnium, an orange luminescent crystal showing amazing properties. It can be used as fuel, affects matter and even time. Immediately, this virgin land became a new Eldorado for European colonists. Empress Victoria II decided to send several conglomerates to share this promised land and reap the fruits to her benefit. Zeppelin fleet, full of scientists, adventurers and looters, clouded the Atlantic sky.

Wiraqocha Valley is represented by an adjustable board consisting of 22 hexagonal tiles, each of them being identified by a number from 1 to 12, or a dice combo (pairs or straights). In his turn, each player rolls some six-sided dice, combining them to take possession of territories, or to protect from the opponents the ones he already owns. Every hexagon affords resources or special capacities, which are means to influence die results to fit one’s strategy. There are three ways to win: bring back a huge cargo of Somnium to the Empress; acquire enough scientific knowledge to build the Leviathan, a terrifying weapon serving the Kingdom; or find in the temple depths the four relics that will allow you to reach Wiraqocha’s treasure.

Regular Price: $60.00

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Empire Express]]> http://www.boardgamerevolution.com/empire-express.html

In Empire Express, designed to be an easy-to-play introduction to the Empire Builder series of games, players create competing railroad empires by drawing railroad tracks with crayons upon an erasable board. You win if you utilize your network of rail lines to acquire and deliver goods efficiently to accumulate the largest personal fortune!

The base game provides pre-programmed routes on a board depicting a north-eastern portion of the U.S. with demand cards providing players with an easy way to learn the system through play. Players start with the bare bones of a railroad: an empty train and track connecting some cities. Each turn you and your fellow players take turns building track, operating trains, and delivering loads.

The bank will pay you for each delivered load. With the starting route guided by the board, only two loads per card, and a visual pick-up and delivery guide on every card, the learning curve is greatly shortened.

Regular Price: $30.00

Special Price: $27.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Belfort]]> http://www.boardgamerevolution.com/belfort.html

Welcome to the Tasty Minstrel universe! Put your Elves, Dwarves and Gnomes to work in the Village and Guilds of Belfort to collect resources and build up the city!

Elves collect wood from the forest while Dwarves collect stone from the quarry. An Elf and a Dwarf together can collect Metal from the mines, and either one can collect Gold. Build buildings in the five districts of the pentagonal city and hire Gnomes to run them to gain their special abilities.

Belfort is a worker placement game with area majority scoring in each district as well as for each type of worker. Buildings give you influence in the districts as well as income, but taxes increase based on your score so the winning players will have to pay more than those behind! Manage your resources and gold well, choose your buildings wisely, and help build the city of Belfort!

Regular Price: $60.00

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Rolling Freight]]> http://www.boardgamerevolution.com/rolling-freight.html

Rolling Freight is a dice-rolling rail game that spans the years following the American Civil War through the early twentieth century.

Players are managers in the A, P & E Rail and Shipping Company. As a manager you are competing to establish the best shipping lines over land and sea by laying rail and commissioning ships. You also compete to establish major multi-stage shipping routes to bring A, P & E maximum profit. The company rewards its managers in shares of company stock. Have the most stock at the end of the game and prove that you're the best shipping manager!

Regular Price: $69.95

Special Price: $49.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Small World: Realms]]> http://www.boardgamerevolution.com/small-world-realms.html

Small World Realms includes scores of puzzle-like geomorphic Terrain regions that are assembled into variously sized and shaped board maps. Map designs are based on any of the 12 preset Scenarios created by the game's designer, Philippe Keyaerts. Players can also create their own maps and scenarios using the components included.

Small World Realms can be used with either of the series' base games: Small World or Small World Underground. To accomplish this, the tiles are two-sided with one side for the base game and the other for the underground version.

Regular Price: $35.00

Special Price: $24.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Thunderstone Advance: Caverns of Bane]]> http://www.boardgamerevolution.com/thunderstone-advance-caverns-of-bane.html

Following on the heels of Thunderstone Advance: Towers of Ruin, the game goes underground in Thunderstone Advance: Caverns of Bane. The first three Thunderstone Bearers have been defeated, and in the aftermath, the adventurers find clues leading to the abandoned Dwarven kingdom of Caligin, beneath the fortress at Cheah Dell.

Caverns of Bane contains new challenges and allies in the growing Thunderstone Advance game: vicious burrowing worms, horrifying bat monsters, and regenerating subterranean trolls – six new monster groups in all. Monsters now carry treasure and use it against you – but when you slay them, you can claim the treasure and use it a new way when playing it from your hand. Three new Thunderstone Bearers provide an extra challenge.

Thunderstone Advance: Caverns of Bane also includes seven new heroes and 14 new village cards.

Regular Price: $39.99

Special Price: $25.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: Shadow & Flame]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-shadow-flame.html

Throughout the "Dwarrowdelf" cycle for The Lord of the Rings: The Card Game, the heroes of Middle-earth have been tasked by Elrond to find the root of the increased Orc activity in the Misty Mountains. Through treacherous mountain passes, goblin ambushes, dark tunnels, and underground waterways, their journey leads them at last to the depths of Moria...and the terrible discovery that awaits them!

Shadow and Flame is the climactic final Adventure Pack in the "Dwarrowdelf" cycle. Its sixty cards introduce a new hero, three copies of each player card, and conclude the epic saga's narrative arc with an all-new scenario that pits the heroes of Middle-earth against a demon from the times of Morgoth in the fight of their lives!

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Sewer Pirats]]> http://www.boardgamerevolution.com/sewer-pirats.html

Deep below the world of wasteful humans lies another yet uncharted world, oblivious of the ado of surface dwellers. Only the most courageous creatures from the world above will descend to the mysteries of the underground and board one of the legendary sewer frigates to challenge destiny and to amass immeasurable treasures

. In Sewer Pirats, deep underground in a maze of domed caverns, narrow tunnels, and piped passages, a motley cast of rodents, insects, and other vermin sail the treacherous waters of human refuse aboard bizarre vessels in search of discarded booty. In order to claim the best haul from the abandoned flotsam, players must make careful use of the unique abilities of their crews' rats, cockroaches, weasels, and other critters. Don't settle for less than left-over fast food and dumped toys. Go for your goal to become a true legend among the sewer pirates.

Players compete in deception and tactics to fill the best positions aboard the three pirate frigates. A pirate's rank determines his share of the expected loot – but even the best crew ain't worth nothing without their talismans. Each of the three frigates has its special fetish, and no pirate would dare to board her without the matching talisman for fear of terrific calamities.

Sewer Pirats includes three levels of difficulty as well as thirty detailed pirate figures, twenty Color-Click™ bases, and a rich assortment of game boards, tokens, and cards. Starter rules get you into the game quickly, and a Crew Member Auction variant increases the strategic depth and lighthearted action.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeons & Dragons Dungeon Command: Sting of Lolth]]> http://www.boardgamerevolution.com/dungeons-dragons-dungeon-command-sting-of-lolth.html Dungeon Command: Sting of Lolth is a card-driven skirmish game played on modular interlocking map tiles that uses order cards, creature cards and miniatures. The object of the game is to have the highest remaining Morale when an opposing warband's Morale has been reduced to 0 or below, or if a player ends his or her turn with no creatures on the battlefield. As a player, you take on the role of a commander, sending a warband to battle the forces arrayed against you. You recruit troops and deploy them on the battlefield. You issue orders to those creatures, outfit them with spells and equipment, and direct their tactics to break the morale of your enemies and drive them from the field. Dungeon Command: Sting of Lolth includes twelve miniatures, such as an assassin, a priestess, a wizard, spiders, and drow house guards. While each Dungeon Command faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box. Dungeon Command is designed for two players, although up to four can play with a few adjustments explained under the advanced rules.

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeons & Dragons Dungeon Command: Heart ofCormyr]]> http://www.boardgamerevolution.com/dungeons-dragons-dungeon-command-heart-ofcomyr.html Dungeon Command: Heart of Cormyr is a card-driven skirmish game played on modular interlocking map tiles that uses order cards, creature cards and miniatures. The object of the game is to have the highest remaining Morale when an opposing warband's Morale has been reduced to 0 or below, or if a player ends his or her turn with no creatures on the battlefield. As a player, you take on the role of a commander, sending a warband to battle the forces arrayed against you. You recruit troops and deploy them on the battlefield. You issue orders to those creatures, outfit them with spells and equipment, and direct their tactics to break the morale of your enemies and drive them from the field. Dungeon Command: Heart of Cormyr includes twelve miniatures, such as a ranger, a cleric, a knight, defenders, and archers. While each Dungeon Command faction is meant to be played by a single player, quick-start rules allow two players to engage in a shortened version of the game using only one box. Dungeon Command is designed for two players, although up to four can play with a few adjustments explained under the advanced rules.

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Talisman: The Dragon]]> http://www.boardgamerevolution.com/talisman-the-dragon.html

Playing with The Dragon expansion for Talisman, players will encounter even more choices and strategic challenges, including a new, dual-sided Inner Region for their heroes to conquer. The alternate sides allow players to face familiar terrain along a path that requires all new tactics, or to venture into the Dragon Tower, where a hero's every step meets opposition by the Dragon King's minions and leads him ever closer to an ultimate confrontation with the Dragon King, himself.

The Dragon brings to life six new characters to confront the draconic challenges that lie ahead. Over 300 new tokens and cards expand the Draconic Lords' influence over the land of Talisman and weave each Draconic Lord's story. New rules pace the increase of the draconic threat, and the heroes' quests become more and more dangerous as the dragons grow stronger. Now, for those brave adventurers who seek the Crown of Command, the quest means more than power and influence. It is a race to save the land from the Dragon King’'s tyrannical rule. Any hero who dares confront the Dragon King must be prepared for an epic battle!

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dixit: Journey]]> http://www.boardgamerevolution.com/dixit-journey.html

Dixit: Journey features the same basic game play as Dixit: Each round one player takes on the role of Storyteller, choosing one card from his hand, then telling a story, singing a ditty or otherwise doing something that in his opinion is associated with the played card. Each other player then chooses one card in her own hand and gives it to the Storyteller in secret. These cards are shuffled and revealed, then players vote on which card was played by the Storyteller.

If no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all the votes, he scores based on the number of votes received. Each player who submitted a correct vote or who received a vote on her card submission also scores. After a certain number of rounds, the player with the most points wins.

Dixit: Journey differs from Dixit in a number of ways, starting with a simplified scoring board that doesn't have players moving around a track in the bottom of the game box. Instead the scoring track is on its own board, and this game board includes a summary of the rules as well as numbered places to put the cards each round to facilitate voting. The game rules have been revised to make the game easier to learn, while keeping game play the same.

Regular Price: $32.99

Special Price: $23.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Sunrise City]]> http://www.boardgamerevolution.com/sunrise-city.html

In the tile-laying game Sunrise City, players build a city with zone tiles, bid for control of those zones, then place building tiles on the city zones to their best advantage. Each round the players use role cards to grant them special abilities in the various game phases. Points earned during play move score tokens up a ten point track. Players score one benchmark token if their score marker overshoots the star at the top of their score track but earn two benchmarks if their token lands on the star by exact count.

Thus, Sunrise City is not a race to score the most points; it's a contest to grow the city in a manner that will earn you the right number of points at the right time to maximize your benchmarks. After three rounds, the player with the most benchmarks wins.

Regular Price: $50.00

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Fortress America]]> http://www.boardgamerevolution.com/fortress-america.html

In Fortress America, the United States must defend itself from three deadly invading armies: the Asian People's Alliance from the West, the Central American Federation from the South, and the Euro-Socialist Pact from the East. Players take on either the role of the United States, struggling to protect itself from foreign threat, or the role of one or more of the invading armies, fighting battle after battle to acquire important territories.

If the invading forces claim enough U.S. cities, America's defense is broken and the nation falls. But if the United States can protect its cities for long enough, the invading forces fail to uproot America and their incursion is ended.

Fortress America is played over several rounds in which each player musters his forces, moves into enemy-controlled territories, and engages in fierce firefights. But depending on whether you're the U.S. player or one of the Invaders, your play experience and general strategy will be entirely different. The U.S. must efficiently wield its colossal lasers, the ultimate weapons of mass destruction, in its own defense. What's more, as U.S. hovertanks, helicopters, bombers, and infantry are destroyed and removed from the map, a steady supply of American guerilla fighters spring up to defend their homeland. The U.S. player is surrounded and alone, and must do his best to fend off advances on three fronts in a series of tense battles.

The Invaders, on the other hand, must remain constantly aggressive. Their objective is to collectively capture 18 of 30 major U.S. cities, and to do so, they must apply early pressure before the U.S. has a chance to react, and keep the pressure constant. To complicate the Invaders' mission, their armies do not receive additional reinforcements, so they must make optimal use of the forces at their disposal. Through a series of nail-biting battles that use a unique dice-based combat system, each player will maneuver his dwindling armies to secure his objective. But can America be stopped, or will a failed invasion only compel them to tighten their military grip on the world.

Regular Price: $79.95

Special Price: $56.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Tournay]]> http://www.boardgamerevolution.com/tournay.html

Built by the Romans during the first century in Belgian Gaul, Tournay experienced most of its growth along the Scheldt river. Unfortunately, the river also contributed to its troubles, because in 881, the Normans traversed its watery path, and thereby easily captured the city. That act of aggression stunted Tournay's prosperity. This game invites you to participate in the reconstruction of the city, in order to establish a glorious era that will last for more than seven centuries. Help your district flourish by cleverly coordinating the work of the city's three domains: military, religious, and civil. Certainly the prestige of your buildings will brighten the entire city!

Tournay is a card game from the same designing team as the 2010 release Troyes with artwork once again by Alexandre Roche. In this game, players manage a district of the city and its three classes of citizens. The cards are classified by level (I to III) and color to form nine distinct decks. Players initially have two citizens in each class that they will use each turn to carry out one of five available actions, such as drawing cards, or using the powers of their buildings.

In each player's district, the building cards save them money, make more efficient use of the decks of cards, or recruit new citizens. The character cards optimize the use of buildings if properly positioned. It's up to you to create the most effective card combinations. Finally, constructed prestige buildings will give you valuable prestige points, depending on how your district has developed. But beware: Your opponents will also benefit from every prestige building you build!

Note that an expansion is included in the base game's box, so advanced players can add still more replay value to this dynamic game!

Regular Price: $44.95

Special Price: $31.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Alcatraz: The Scapegoat]]> http://www.boardgamerevolution.com/alcatraz-the-scapegoat.html

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat. Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat.

You don't want to be that guy. You don't "go all in", you don't always keep your promises, and you don't do "what's best for the group". Instead you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.

Regular Price: $38.75

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Edo]]> http://www.boardgamerevolution.com/edo.html

In Edo, players represent daimyo in mid-second millennium Japan who are trying to serve their shogun by using their samurai to construct castles, markets and houses in Tokyo and surrounding areas.

At the start of Edo – which won "best evening-length game" in the 2010 Hippodice Game Design competition under the name Altiplano – each player has five samurai tokens, seven houses, one market and three square action cards, each of which has four possible actions on it. One card, for example, allows a player to:

Collect rice (up to four bundles depending on the number of samurai applied to the action),

Collect $5 (per samurai),

Collect wood (up to four, with one samurai on the action and one in the forest for each wood you want),or

Build (up to two buildings, with two samurai on the card and one in the desired city, along with the required resources)

Each turn, the players simultaneously choose which actions they want to take with their three cards and in which order, programming those actions on their player cards, similar to the planning phase in Dirk Henn's Wallenstein and Shogun. Players then take actions in turn order, moving samurai on the board as needed (paying $1 per space moved) in order to complete actions (to the forest for wood, the rice fields for rice, cities to build, and so on). Before a player can move samurai, however, he must use an action to place them on the game board; some actions allow free movement, and others allow a player to recruit additional samurai beyond the initial five.

One other action allows you to recruit additional action cards from an array on the side of the game board, thereby giving you four (or more) cards from which to choose for the rest of the game.

Building in cities costs resources and gives you points as well as money; as more players build in a city, the funds are split among all present, with those first in the city receiving a larger share. Players can also receive points or buy stone by dealing with a traveling merchant.

Once at least one player has twelve points, the game finishes at the end of the round, with players scoring endgame bonuses for money in hand and other things. The player with the most points wins.

Edo includes separate game boards for 2-3 players and for 4 players.

Regular Price: $59.95

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Kingdom Builder: Nomads]]> http://www.boardgamerevolution.com/kingdom-builder-nomads.html

Kingdom Builder: Nomads provides more options and more variety for Donald X. Vaccarino's Kingdom Builder, with four new game boards - and consequently four new powers associated with their respective game boards, such as the power to place one or two stones from a quarry on empty spaces to block them. Three additional Kingdom Builder scoring cards are included to provide new scoring opportunities during game play, and red houses are included to allow for up to five to play.

The new game boards replace the castle spaces from the base game (which score three points for anyone adjacent to them) with nomad spaces. During set-up, in which four game boards are chosen at random from all available boards, a randomly chosen nomad tile is placed on each nomad space. The first player to build a settlement adjacent to a nomad space takes this tile and must use it during her next turn; the tile is removed from the game after her next turn, whether she used it or not. Nomad tiles allow a player to build three settlements on the specified terrain, move settlements, build without following the adjacency rule, remove another player's settlement, or score points.

The new scoring cards give points as you place settlements during your turn, specifically for placing settlements in a straight line, for placing settlements next to those of other players, and for placing settlements on terrain that's not adjacent to empty terrain of the same type. (Replacement scoring cards for "Workers" and "Merchants" are included in Kingdom Builder: Nomads and should be used in place of those in the base game. These cards merely reflect the fact that the expansion boards have Nomad spaces which also count for scoring for these cards.)

In addition to the quarry power – which both helps block opponents and fill spaces in which you don't want to place settlements – the new location powers allow you to place a settlement in the flower fields, to place a settlement adjacent to at least three of your own settlements, and to move a settlement in a straight line on the board until it hits an obstacle.

Regular Price: $34.95

Special Price: $24.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Coraxis & Co]]> http://www.boardgamerevolution.com/coraxis-co.html

A game for clever farmers and bold ravens.

Once more, the bold robber ravens are sitting in the old fruit trees of farmer Frank. The ravens pinch the ripe fruits and quickly carry them to their safe nests.

The clever farmer and his wife Mathilda try to catch the impudent gang with their large net. However, the ravens can take good cover in the dense leafage of the fruit trees. Suddenly a strong wind gust blows many leaves off the trees. Now the ravens can be better seen. Suddenly the ravens spot a fat worm peeking pertly out of the ground. The birds flutter from the trees wanting to snatch the fat tidbit on the meadow. Nevertheless, there is danger on the ground as well. The farm¹s red tomcat sneaks about on soft paws. As soon as he turns up the ravens take shelter in the trees. Even Frank and Mathilda walk off. Too often, they have suffered from the sharp claws of their erratic tomcat.

The tomcat is just gone when the greedy ravens fly to their nests again with their beaks full of fruits and farmer Frank briskly sways his net.

Regular Price: $39.95

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[1989: Dawn of Freedom]]> http://www.boardgamerevolution.com/1989-dawn-of-freedom.html

"History punishes those who come too late." - Mikhail Gorbachev

1989: Dawn of Freedom is an exciting, fast paced game simulating the end of the Cold War in 1989. During this amazing year, a series of democratic revolutions ended the 40 year Soviet empire in Eastern Europe. 1989 simulates the political, social and economic aspects of these revolutions using a card-driven system similar to Twilight Struggle.

"No man is so old he cannot live one more year." - Leszek Kolakowski

One player plays the Communist. At the start of the game he holds unquestioned power across the six nations of the Warsaw Pact. But there are ominous clouds on the horizon. The new leader in Moscow has declared no more will Soviet tanks prop up tottering Communist governments. The economies, after decades of central planning and stagnation, have reached various stages of crisis. Inside the churches and among the students and their professors there are dissident movements that have been emboldened. From crushing dissent to offering concessions, the Communist player will have to use a variety of strategies in a struggle to hold on to his empire.

"A bad regime is never in so great danger as when it tries to improve." - Alexis de Tocqueville

The other player plays the Democrat. At the dawn of 1989, behind the iron curtain, no one considers revolution possible. The goal of dissidents is to create a civil society outside the control of the Communist regimes. On their side are students who are fascinated with the style and pop culture of the west, and the Church. Against them is the vast apparatus of the Communist state. Their challenge is to persuade the workers, who are the bulk of society, to join their cause.

"Mr. Gorbachev, open this gate. Mr. Gorbachev, tear down this wall!" - Ronald Reagan

Regular Price: $65.00

Special Price: $45.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Infiltration]]> http://www.boardgamerevolution.com/infiltration.html

It is the future, and beneath the flickering glow of the sprawling New Angeles skyline, immense corporations seek every advantage in the burgeoning field of synthetic humanoid technology. On the brink of a revolutionary innovation, CyberSolutions Inc. is poised to become the next global powerhouse, threatening the profits of well-established conglomerates Haas-Bioroid and Jinteki – but unfortunately for CyberSolutions, security at their New Angeles branch has just been compromised.

Set in the dystopian future of Android, Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves, competing to steal valuable secrets from a highly secured corporate facility.

The most vital information lies deep within the complex, but each step inward takes you farther from escape. Worse yet, corporate mercenaries are closing in! How long will you push your luck as you avoid security patrols, surpass rival thieves, and try to download the most data before the building is locked down?

Regular Price: $34.95

Special Price: $24.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Conquest of Planet Earth]]> http://www.boardgamerevolution.com/conquest-of-planet-earth.html

A fast paced game of terrifying alien invaders, futile human resistance, and 50's SciFi Movie Action. Players each take on the role of a different alien Race, all part of invading armada, but each with their own unique abilities and ambitions. Unleash waves of flying saucers to blast human resistance into submission with death rays and terrifying weapons of war as you unleash powerful alien technologies on earth (and other alien races if they get in your way). But beware these pitiful humans are not defenseless. They will fight to the last to defend their planet, aided by countless platoons of army soldiers, powerful human heroes, and their most deadly weapon, the dreaded atomic bomb.

Featuring a modular game board, 10 different alien races to play (such as the Orzax, master of technology, or the Venezian Matriarchy, beautiful but deadly space amazons) a host of Human resistance to battle, and four game types - competitive, cooperative, team game, and Solo Play. Conquest of Planet Earth is a strategic game of maneuvering, backstabbing, and fantastic battles for alien conquest.

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Pamplona]]> http://www.boardgamerevolution.com/pamplona.html Pamplona attracts over 1 million visitors each year in July for its nine-day San Fermín festival, originated in the 14th century. The daily Running of the Bulls, so dear to Hemingway, is its highest profile event. With is simple yet refined mechanics, Pamplona - Viva San Fermín! Faithfully reproduces the run in all its aspects: bravery, euphoria, adrenaline, but also tactics and management. Players must run all of the 4 sectors of the race, escaping from the opponents’ bulls and steers, while trying to gore or trample the opponents using their own. Pamplona - Viva San Fermín! is not a common race. The winner is not necessarily the first runner to cross the finishing line, but the one show shows the most courage.

Regular Price: $64.50

Special Price: $45.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Sidibaba]]> http://www.boardgamerevolution.com/sidibaba.html

In Sidibaba, players take on the role of Sidibaba and his friends who are searching for hidden treasure in a cave. One of the players (the moderator and also the Leader of the thieves) has a map of the maze and helps guide the other players by providing visions (using tiles) of what lies in front of Sidibaba and his friends, such as a corridor with branching tunnels. After discussion amongst themselves, the other players must decide which way to take, and which of their special powers to use to move along the track; if they cannot agree, then they must vote.

Unfortunately for the Sidibaba and his friends, the Leader of the thieves (the game moderator) knows that Sidibaba and his friends are in his cave and are after his treasure. Sidibaba and his friends win if they manage to get the treasure and get out of the cave before their oil lamps go out. The leader of the thieves wins if Sidibaba and his friends don't get out of the caves in time, or when he manages to catch Sidibaba and his friends when they don't have a spare oil lamp left. As a result, each camp has its own objectives and its own mode of operation.

Sidibaba is a real-time game in which players have a limited amount of time to negotiate or else they'll watch their torches go out one by one, eventually leaving them lost in the dark.

Regular Price: $59.99

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Talisman: The Bloodmoon]]> http://www.boardgamerevolution.com/talisman-the-bloodmoon.html

With over 100 Adventure Cards, plus new spells, characters, and alternative endings, Talisman: The Blood Moon adds a gripping layer of gothic horror to your quest for the Crown of Command.

In addition to a host of new challenges, including a bloodthirsty Werewolf that prowls the land, time alternates between "Day" and "Night" under The Blood Moon. The new Time Card flips between its Day and Night sides to indicate the inexorable passage of time. Whenever a player draws one or more Events on his turn, he flips the Time Card, a seemingly minor change with a range of game-altering consequences. Whereas creatures are slightly weaker in the cold light of day, they grow bolder at nightfall.

What's more, a number of new Adventure Cards have varied effects depending on the time of day; the night can usher in the Witching Hour, during which spells are more prevalent...or a thick Moon Mist can descend on the land, inhibiting safe travel until dawn.

Regular Price: $24.95

Special Price: $17.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Super Dungeon Explore]]> http://www.boardgamerevolution.com/super-dungeon-explore.html

Super Dungeon Explore (SDE) is a dungeon crawler inspired by old Japanese console RPGs. The miniatures are done in a cute / chibi / super-deformed style, which means the head is roughly the same size as the rest of the body.

One to five players take the role of classic fantasy heroes like the human paladin, a dwarf fighter, or an elf ranger. One player is the "Dark Consul" who controls the monsters of the dungeon. Every hero/monster has a character card that details the stats for movement, attack, armor, willpower, dexterity, action points and hearts (= life points). Additional information may include special abilities / actions / attacks and potions.

The game is played on modular dungeon boards. During a round of play, the game passes back and forth between single heroes and the monsters, but the exact order may change from round to round. The characters use the stats from their character card, special dice (with hearts, potions and stars) are only used for combat and checks. If the heroes wound the opponent, they may draw loot cards to improve their stats. There is also the possibility to open treasure chests to find even more powerful things. The monsters have no possibility to "level up" but the Dark Consul has an unlimited number of them.

To win the game, the Dark Consul must defeat all heroes in his dungeon. The heroes must spawn the dungeon boss by killing monsters or destroying all spawning points (= entry points for new monsters). The heroes must then kill the dungeon boss to be victorious.

Regular Price: $99.99

Special Price: $70.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings: Nazgul]]> http://www.boardgamerevolution.com/lord-of-the-rings-nazgul.html

Welcome to Mordor! The dark lord Sauron is pleased that you have... chosen... to champion the true destiny of Middle-earth. Some prefer the hopeless cause of men and their miserable allies. Theirs is a fool's choice! You show no affinity for such delusions. You seek glory for Sauron, and your rewards shall be great.

You are one of Sauron's most powerful minions: a Nazgul! You must work together with the other Nazgul to stop the cursed hobbits and destroy the resistance of men. But at the same time, you must strive to prove your own worth to the dark lord. After all, there are rumors that even the Witch-king can be killed, and Sauron may soon need a new leader for the Nazgul.

In The Lord of the Rings: Nazgul, you are faced with three Campaigns that you must conquer before the Ringbearer carries the One Ring to Mount Doom. If you cannot complete them in time, all players lose! Along the way, you will earn Victory Points (VPs), and if the group succeeds in its duty, the player with the most VPs wins.

Regular Price: $82.50

Special Price: $57.75

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Quarriors: Quarmageddon]]> http://www.boardgamerevolution.com/quarriors-quarmageddon.html

Qua-Boom! After an epic battle between Quaxos and the Three-Eyed Dragon of the Quarmageddon, the Quarmageddon is released upon us! Quarriors! Quarmageddon, the second expansion set to the Quarriors! dice-building game, adds forty new custom dice powering six new Creatures and two new Spells for you to bring a serious smack-down to the battlefield of hexahedron monster combat. Some battle-hardened Creatures come equipped with a new "Immunity" ability so they can laugh off whatever your opponents throw at you! No guts, no Glory!

This expansion set features an updated Quarriors! rulebook and a box that stores the expansion and base set.

Regular Price: $42.50

Special Price: $30.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mondo]]> http://www.boardgamerevolution.com/mondo.html

In Mondo, players compete against each other while also racing against the clock. Each player has a small world board with empty spaces on it, and all players simultaneously pick tiles depicting different animals and environments from the middle of the table and place them on their world board, trying to create complete areas of the same environment. A new tile must be placed next to an already placed tile, but the environmental borders don't have to match. (These errors will earn negative points when the board is scored.)

When the timer runs out, players score bonus points for each animal and each completed environment and score negative points for volcanic tiles, empty fields on the world board and mismatched tiles (for example, a tile with a forest border connecting with a tile with a water border).

Mondo includes three degrees of difficulty, in addition to additional goals and ways to achieve (and lose) bonus points, as well as rules for solo play.

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Sultan]]> http://www.boardgamerevolution.com/sultan.html For quite some time the famous and respected sultan is looking for a husband for his only daughter who suits him. In order to check the large number of candidates, he has prepared a test: Each candidate receives the same amount of gold. They now have to attend the various city bazaars to acquire the most beautiful and costly jewels. The one who is able to present the sultan the most expensive collection of jewels has proven that he is skilful enough to manage the sultan´s fortune and will win the hand of his daughter. In Sultan the players take the role of candidates to win the hand of the sultan´s daughter. Who will be able to pass the test under the eyes of the stern sultan?

Regular Price: $34.95

Special Price: $24.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mr. Jack Pocket]]> http://www.boardgamerevolution.com/mr-jack-pocket.html It has been found again by Bruno Cathala and Ludovic Maublanc with Mr.Jack Pocket, the small card game derived from Mr. Jack. The board is replaced by a square grid made of nine street cards. The suspects, and among them Mr.Jack, are pictured on the cards. Holmes, Watson and a dog are turning around the grid, a system already used by Bruno Cathala in several games, and can “look” at the streets in a row or column. Every round, like in Mr.Jack, four actions are available. The first player selects one, his opponent two, and the first player then uses the last remaining action. Actions allow moving a detective one or two spaces clockwise around the grid, turning a card in order to change the view of the streets, swapping two street cards or drawing an alibi card. At the end of the round, Mr.Jack states if he can be seen by one of the detectives. Of course, the detectives must identify Jack, who must stay hidden long enough to escape.

Regular Price: $17.99

Special Price: $12.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Mage Knight]]> http://www.boardgamerevolution.com/mage-knight.html

The Mage Knight board game puts you in control of one of four powerful Mage Knights as you explore (and conquer) a corner of the Mage Knight universe under the control of the Atlantean Empire. Build your army, fill your deck with powerful spells and actions, explore caves and dungeons, and eventually conquer powerful cities controlled by this once-great faction! In competitive scenarios, opposing players may be powerful allies, but only one will be able to claim the land as their own. In coöperative scenarios, the players win or lose as a group. Solo rules are also included.

Combining elements of RPGs, deckbuilding, and traditional board games the Mage Knight board game captures the rich history of the Mage Knight universe in a self-contained gaming experience.

Regular Price: $84.50

Special Price: $59.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Castle Panic: The Wizard's Tower]]> http://www.boardgamerevolution.com/castle-panic-the-wizard-s-tower.html

The Wizard's Tower is an expansion to the board game Castle Panic. It is not a stand-alone game and requires Castle Panic to play. The Wizard's Tower is a cooperative board game for 1 to 6 players ages 12 and up.

Your Castle has been rebuilt, and a friendly Wizard has joined your forces. As long as his Tower stands, you and your friends have access to powerful magic spells.

And you'll need them, for the Monsters have returned stronger, faster, smarter, and with new abilities to threaten the Castle. You'll fight against magical Imps, evasive flying creatures, and more. Make your stand against six new, dangerous Mega Boss Monsters, including the Dragon and Necromancer. Use fire to attack the Monsters, but beware, your Walls and Towers can be burned down as well!

The challenge is high but so is the adventure. Can you survive more panic and defend The Wizard's Tower?

Regular Price: $24.95

Special Price: $17.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Catan Junior]]> http://www.boardgamerevolution.com/catan-junior.html

Catan: Junior is, as you might expect, a junior edition of The Settlers of Catan, and while the game play remains mostly the same – with players collecting and trading resources in order to build things, gain more resources and score points – the setting is new.

Instead of being settlers, though, the players are now pirates, with pirate warehouses located on islands in the waters around Catan and ships sailing in those waters. Pirate warehouses are equivalent to settlements in Catan, and the player receive resources from these warehouses whenever a die roll matches the number showing on that island. These resources take the form of equipment cards, and the resources are wood, wool, rum, sabers and gold. With these, players construct ships and more pirate warehouses or buy development cards. Instead of a robber, players must now beware of a Ghost Pirate, which can block the resources normally provided by a warehouse.

Each player starts with two pirate warehouses, and the first player to build seven warehouses wins. In order to build a new warehouse, however, a player must go by ship from an existing warehouse to a new construction site, which thus keeps players alternating between constructing ships and warehouses.

Aside from the change in theme, other changes between The Settlers of Catan and Catan: Junior include the elimination of cities (i.e., warehouses can't be upgraded) and the distance rule between settlements, resources allocated by the roll of one die instead of a pair of D6s, and the introduction of a marketplace that allows trading with the bank. At the start of the game, one equipment card of each type is placed in the marketplace; on a player's turn, he can exchange one card in hand for a card in the marketplace. At certain times in the game, the marketplace is cleared and reset to feature one equipment card of each type.

Regular Price: $35.00

Special Price: $31.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Spoken Covenant]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-spoken-covenant.html This is the third pack in the Yuggoth Contract cycle

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: The Wailer Below]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-the-wailer-below.html This is the fourth asylum pack in the Yuggoth Cycle

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Screams from Within]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-screams-from-within.html tis is the fifth asylum pack in the Yugoth Contract

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Cacophony]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-cacophony.html this is the sixth and final asylum pack in the Yuggoth Contract

Regular Price: $15.00

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Summoner Wars: Hawks Strike Reinforcement Pack]]> http://www.boardgamerevolution.com/summoner-wars-hawks-strike-reinforcement-pack.html This reinforcement pack is the perfect addition to your Summoner Wars Starter Set and your Cloaks and Jungle Elves Faction Decks, allowing you to bring new troops to the War for Itharia, and experi­ence the excitement of deck construction.

Regular Price: $10.00

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Summoner Wars: Mercenary Faction Deck]]> http://www.boardgamerevolution.com/summoner-wars-mercenary-faction-deck.html A Summoner gone rogue calls on the mercenaries of Itharia to aid him in his cause.

Regular Price: $10.00

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Summoner Wars: Piclos magic Reinforcement Deck]]> http://www.boardgamerevolution.com/summoner-wars-piclos-magic-reinforcement-deck.html This reinforcement pack is the perfect addition to your Summoner Wars Master Set, allowing you to bring new troops to the War for Itharia, and experience the excitement of deck construction.

Regular Price: $10.00

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Airlines europe]]> http://www.boardgamerevolution.com/airlines-europe.html At its heart, Airlines Europe is a stock game, with players earning points for the stock they hold in particular airline companies when one of the randomly determined scorings takes place. On a player's turn, that player either expands an airline and claims a stock, plays stock onto the board and receives dividend, invests in a special airline called Air ABACUS or gets a certain amount of money from the bank. A player scores only for stock in play, but the value of an airline is determined by the value of the route licences that airline owns – thus, you're torn in terms of what to play when.

Regular Price: $59.99

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Stone Age: Style is the Goal]]> http://www.boardgamerevolution.com/stone-age-style-is-the-goal.html

The prehistoric players have already learned how to build huts and hunt food. Now they sit around the fire, gaze in wonder at the tribal matriarch, and wonder how they can look as good as her: "Why is my tooth just hanging?" "Honey, I also want something to make my skin look good."

In Stone Age: Style is the Goal, an expansion for Stone Age, style is the goal as ornaments and jewelry become part of the game – not to mention a merchant to handle such items. Players can now transform their raw materials into jewelry and other adornments.

Stone Age: Style is the Goal includes a new location for the village, new cards, and new huts – not to mention components that allow game play with up to five Stone Age hunter-gatherers.

Regular Price: $30.00

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Upon a Salty Ocean]]> http://www.boardgamerevolution.com/upon-a-salty-ocean.html At the beginning of the 16th century, the city of Rouen is the main French port. The city's wealth depends on fishing and the trading of salted fish. Salt produced in the mines has to be loaded onto ships and used to preserve herring and cod fished in the Atlantic Ocean. Every week ships full of salt barrels leave Rouen for the fishing grounds of the Atlantic Ocean, and once back, the goods are sold in the city markets. The players represent city merchants, and they invest in ships and city buildings to try to get rich. Who will be the richest merchant of Rouen, when Francis I, King of France, comes to visit the City?

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Secrets of Arkham]]> http://www.boardgamerevolution.com/call-of-cthulhu-secrets-of-arkham.html

Fantasy Flight Games is proud to present the first Deluxe expansion for the Call of Cthulhu Living Card Game, Secrets of Arkham. With the release of this expansion, the Call of Cthulhu card game deepens with 100 cards new to the LCG metagame (2 copies of each of 50 cards), featuring 6 unique cards for each faction and 8 neutral cards.

These cards will open a host of new deckbuilding opportunities for players looking to expand the horizons of their game. New "tribal" synergy deck options open up through additional support for the Deep One, Mi-Go, and other subtypes, as well as for the Day and Night mechanic.

Additionally, this set introduces a wealth of utility neutral cards that will easily find their way into lots of different kinds of decks. Cards like Diseased Sewer Rats and Feint will become indispensable in the new metagame.

This set also features a new 10-card story deck that players can use in place of the story deck found in the Call of Cthulhu Core Set to take their game to a new level. These story cards will feature large, global effects, that players will fight hard to trigger... or prevent from happening.

Regular Price: $24.95

Special Price: $17.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Whispers in the Dark]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-whispers-in-the-dark.html First set in the Yuggoth Contract cycle

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Call of Cthulhu LCG: Murmurs of Evil]]> http://www.boardgamerevolution.com/call-of-cthulhu-lcg-murmurs-of-evil.html Second set in the Yuggoth Cycle

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[The Castles of Burgundy]]> http://www.boardgamerevolution.com/the-castles-of-burgundy.html

The game is set in the Burgundy region of High Medieval France. Each player takes on the role of an aristocrat, originally controlling a small princedom. While playing they aim to build settlements and powerful castles, practice trade along the river, exploit silver mines, and use the knowledge of travellers.

The game is about placing settlement tiles into the princedom. Every tile has a function that starts when the tile is placed. The princedom itself consists of several regions, each of which demands its own settlement tile.

The core game mechanism involves two dice. The pips show the kind of action the players are allowed to do (example: roll a 2 and a 5: using the 2 the player buys a watch tower and places it on a 5 city tile which triggers the function of the tower with additional advantages).

It is also possible to influence the dice, so the player is not completely subject to luck.

The rules include basic and advanced versions.

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[The Good, The Bad, and The Munchkin 2: Beating a Dead Horse]]> http://www.boardgamerevolution.com/the-good-the-bad-and-the-munchkin-2-beating-a-dead-horse.html

The Good, the Bad, and the Munchkin 2: Beating a Dead Horse contains 56 new Wild West-themed cards specifically for use in The Good, the Bad, and the Munchkin, although they can also be added to any other Munchkin game.

This expansion includes a new class, Cavalry, that allows you to sacrifice your treasure to gain a level when helping a non-Cavalry player. Since this level is gained as part of a combat, it can be the winning level.

Regular Price: $10.95

Special Price: $7.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Summoner Wars: Cloaks Faction Deck]]> http://www.boardgamerevolution.com/summoner-wars-cloaks-faction-deck.html

They are the Cloaks - a nation of the discarded victims of the vile Bender Empire that rules the continent of Far Esta. Forced to live in hiding they have mastered the art of guerrilla warfare. They come in the night landing harsh blows against their foes, only to melt back into the darkness from whence they came. Gunners take out sentries with well-aimed shots, and Scrappers waylay unsuspecting soldiers. And only when the fight is over do their enemies realize they have been looted by Thieves.

Heading this force is Vlox, former apprentice to old Leonardo, the dead genius who created their black powder weaponry. Vlox is the ultimate jack of all trades, and he intends to use his new Summoning Stone to carve a bloody path through the heart of the Bender Empire.

Contents: 35 cards (1 complete faction deck)

Regular Price: $9.95

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Summoner Wars: The Filth Faction Deck]]> http://www.boardgamerevolution.com/summoner-wars-the-filth-faction-deck.html They are a barbaric tribe of demon worshipers. They burn and despoil what traces of civilization they can find. They have no name for themselves, but other call them the Filth. At night their camps echo with the screams of prisoners and the gibbering of madmen. Bodies bend and snap as they are wracked by mutation - dark payment earned with dark rituals.

Regular Price: $9.95

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Miskatonic School for Girls dbg]]> http://www.boardgamerevolution.com/miskatonic-school-for-girls-dbg.html

Miskatonic School for Girls is the first deck-building game in which you get to build your opponent's deck. This unique feature creates a totally different play dynamic from other deck building games.

MSFG has players assuming the roles of rival houses at Miskatonic. Each house has a healthy level of sanity (20) at the beginning of the game. As the game goes on, that precious sanity will slowly be torn away by the faculty of the school. In order to combat the bad teaching methods of the Great Old Ones, the students of the house need to band together!

During your turn, you'll buy your new friends with friendship points and use nightmare points to send faculty after the rival houses. Eventually, those Faculty will end up in a player's hand, where they will hold class, teaching your innocent students about the horrors around them. This has a detrimental effect on your house's sanity.

Due to the overwhelming power of the dark truth, it's just a matter of time before your house goes completely bonkers. The last house left with any sanity wins!

Regular Price: $44.90

Special Price: $31.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: The Redhorn Gate]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-the-redhorn-gate.html

Beginning the second cycle of Adventure Packs for The Lord of the Rings: The Card Game, The Redhorn Gate allows players to experience the thrills of a mountain voyage full of surprises.

When some of Middle-earth's greatest heroes volunteer to escort Arwen to Rivendell, their pass through The Redhorn Gate begins an epic journey that will take them through bone-chilling snowstorms and hordes of enemies, into the twists and turns of the entire "Dwarrowdelf" cycle of Adventure Packs. With 60 new cards, including a new scenario and three copies of each new player card, The Redhorn Gate builds upon the encounter sets from the Khazad-dûm expansion to offer players exciting new challenges during an all-new narrative set in the Misty Mountains!

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Yamslam]]> http://www.boardgamerevolution.com/yamslam.html

Let the five dice roll you to a win with Yamslam! Calculated chances and strategic choices will place the odds in your favor. After each roll, choose the dice that will get you the best combination. Each combination is worth a different point value and has only 4 chips, so get the best ones before they run out. Race your friends to the special bonuses and keep the suspense rolling until the end with Yamslam.

Self contained, and made from recyclable tin, Yamslam is travel-friendly and highly durable for years of fun.

Regular Price: $20.00

Special Price: $13.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Tschak!]]> http://www.boardgamerevolution.com/tschak.html

TSCHAK!' is a card game in which everybody gets to play with exactly the same hands. But who will be the most successful in avoiding the troglodytes and bigger monsters, while going for the fattest treasures, or even better, the legendary rings of power?

The card deck in TSCHAK! is composed of twelve wizards (blue), twelve warriors (green), twelve dwarfs (red) and four artifacts (purple). Before the first round, a player receives three wizards, warriors and dwarfs and one artifact. (When playing with fewer than four players, deal out hands to virtual players; these are not used during the current round.) Set up the keep by placing one monster and one treasure tile face up on each of the three levels.

Players now assault the keep, trying to avoid the monsters and claim treasure. On the first level, players choose one card from their hand, reveal it, choose another, reveal it, choose a third, and reveal it. A player must create a team of adventurers with three different colors, and the strengths of these teams (the sum of the cards' values) are then compared. (The chameleon wizard with a ? equals the strongest wizard on the table. The artifact doubles the weakest character on your team.) The weakest team gets the monster card, which costs points, and the strongest team gets the treasure card, usually positive points. Ties are broken in favor of the strongest wizard, then in favor of the wizard with the wand, then the strongest warrior, and so on.

On the second level, players reveal one card, then a pair of cards, then compare strengths. On the third level, players reveal three cards at the same time. Players then compare the last card in hand, gaining 0-3 gold depending on the strength of that final card.

Once all ten cards have been played, each player passes his whole hand to his left neighbour, a new dungeon is created, and you now play with the same cards as the player sitting to your right. After four rounds, the game ends and players tally their points. Some treasures and monsters are worth a set number of positive or negative points; others are worth the square of the number of them you've collected (whether positive or negative); additional treasures have special abilities, like eliminating one monster card from the tiles you've collected. The player with the highest score wins.

Good hand management, double-guessing, a tad of luck, and the victory is yours!

Regular Price: $24.99

Special Price: $17.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Vinhos]]> http://www.boardgamerevolution.com/vinhos.html

In Vinhos (a Portuguese word meaning “Wines”) you will play the role of wine producers in Portugal. Over a period of 6 years, you will expand your business by establishing Estates in the different regions of Portugal, buying vineyards and building wineries. Skilled enologists will help you increase the quality of your wine, while top Wine Experts will enhance it’s features at the “Feira Nacional do Vinho Português”, the Wine Tasting Fair. Selling your wines to Portuguese local hangouts, will establish a market presence for your company and will help you secure the funds to expand your company, and to pay your enologists’ salaries.

But, as everyone knows, prestige cannot come from money alone. To ensure a good reputation on international markets you must meet the requirements of various Countries, by consistently exporting high-quality wines. Periodically, a Wine Tasting Fair will be held. It is up to you to decide the best time to announce which wine you intend to present. The choice of the best wine by value and features is essential to the prestige of your company and will definitely make all the difference!

Regular Price: $69.99

Special Price: $49.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Last Will]]> http://www.boardgamerevolution.com/last-will.html A game of reverse resource management, whoever can go bankrupt first wins!

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Frag Gold Edition: FTW expansion]]> http://www.boardgamerevolution.com/frag-gold-edition-ftw-expansion.html

Frag is about blowing stuff up. This expansion brings you new things to blow up, new weapons to blow them up with, and new places to do it.

Arm yourself with the Assault Shotgun and the Shock Glove. Fight across two new maps, with lava and water terrain . . . either one can link to the gameboard from Frag Gold Edition for nearly ten square feet of arena! Blow up barrels and set off a chain reaction. Doors that open the Frag way . . . you have to shoot at the switch! And new scenarios, including the classic Last Man Standing.

More weapons, more hazards, more targets. More . . . FTW!

Regular Price: $29.99

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Ascension: Storm of Souls]]> http://www.boardgamerevolution.com/ascension-storm-of-souls.html

Samael is dead, but a storm is still raging across Vigil. Ascension: Storm of Souls takes players into the chaos following the Fallen One's demise. As Samael's monsters run wild and his minions conspire, the world is being slowly overtaken with souls that should have moved on. Are you ready for the new challenges that Vigil's future holds?

Ascension: Storm of Souls is the first full-sized expansion for the hit deck-building game from Gary Games. The 200-card set features tons of new cards and mechanics, in addition to a new Event card type.

A complete 1-4 player game playable on its own or with other Ascension games! Combine with other Ascension games to play with up to 6 players!

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeons and Dragons: Lords of Waterdeep]]> http://www.boardgamerevolution.com/dungeons-and-dragons-lords-of-waterdeep.html

Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!

In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Wings of Glory WW2 starter pack]]> http://www.boardgamerevolution.com/wings-of-glory-ww2-starter-pack.html

Wings of Glory: WW2 Starter Set is a tactical air combat game set in WW2 that uses cards and miniatures.

This first set is a complete game that features four airplanes for the WW2 game series: the American P40, the Russian Yak-1, the Japanese Ki-61 and the Italian Re-2001 Falco. Other components include maneuver decks for each airplane and a rule book that includes Basic, Standard and Advanced Rules, Optional Rules, and Scenarios. A full assortment of counters, tokens, rulers, and airplane console boards complete the set, which can be expanded with additional WW2 Airplane Packs to allow for larger battles with different airplanes.

Regular Price: $69.90

Special Price: $49.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Ugh!]]> http://www.boardgamerevolution.com/ugh.html

With fun and hilarious art from John Kovalic, Ugh! challenges players to push their luck in surviving the Ice Age. On each turn players will over up to three cards from the deck or pull from an existing safety pile – all are options for building their Ice Age empire. If a player chooses to draw from the deck and they are feeling overconfident, they may get hit with the fickle finger of lady luck...

Ugh! Flip, take, and lock cards wisely until the crazy ride runs out of cards – but watch out for the Ugh!

Regular Price: $10.00

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: Road to Rivendell]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-road-to-rivendell.html

As some of Middle-earth's greatest heroes escort Arwen to Rivendell, their journey along the Road to Rivendell is fraught with peril. In the high hills west of the Misty Mountains, terrible enemies lie in wait to Ambush the intrepid fellowship…

Road to Rivendell is the thrilling second chapter of the "Dwarrowdelf" narrative arc. The path is not safe, and your heroes must shield her along the way. This exciting Adventure Pack offers players all-new challenges as your heroes must fight for their lives–and Arwen’s–as their escort mission becomes a fight for survival. Road to Rivendell introduces 60 new cards, including an all-new scenario, a new hero, and three copies of each new player card.

Note: A copy of The Lord of the Rings: The Card Game Core Set and the Khazad-dûm Expansion are required to play the scenario included in this Adventure Pack.

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Giza: The Great Pyramid]]> http://www.boardgamerevolution.com/giza-the-great-pyramid.html

Pharaoh is worried! His tomb at Giza is behind schedule, and he fears it will not be done in time for his funeral. He is offering great rewards to the faction that contributes the most work on his pyramid in the next ten years. If your people work the hardest and work the smartest you shall earn Pharaoh's favor! In Giza: the Great Pyramid you are the leader of one of four factions vying for Pharaoh's favor.

You have ten years to outperform the other factions and contribute the most to his great pyramid, earning eternal gratitude and glory. You shall need to balance your labor! Farm and fish to feed your people. Sweat and struggle with the back-breaking labor of moving the giant stone blocks into place. Task your folk with the creation of exquisite artworks to beautify Pharaoh's eternal rest.

Are you smart enough, organized enough and diligent enough to lead your people and earn Pharaoh's favor?

Regular Price: $35.00

Special Price: $31.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Power Grid: The Robots]]> http://www.boardgamerevolution.com/power-grid-the-robots.html

You finally have a new opponent for your Power Grid games: a robot that acts as an additional player. Thanks to his different actions and special abilities he is a strong opponent.

You will manage the robot's "decisions" and can use him to act against the other opponent(s). With this expansion, Power Grid is an exciting and fun experience for two (and more) players!

Power Grid: The Robots is designed especially for two players, but you can use a robot with up to five human players, too. You can even use more than one robot in a game.

The robot consists of five tiles, one tile with rules for each phase (except phase 1 »Determine Player Order« and phase 5 »bureaucracy«) plus a special ability, which the robot uses during the game.

With a total of 30 tiles - six different tiles for each phase - your Power Grid games will never be the same again!

Regular Price: $9.95

Special Price: $7.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Warriors & Traders]]> http://www.boardgamerevolution.com/warriors-traders.html

Warriors & Traders, a turn-based strategy board game set in the Dark Ages in Europe, is a pure strategy game, involving no dice and no unforeseen events. In a nutshell, there's no luck, just strategy.

Each player starts as the ruler of a small country which he or she will grow into an empire

. In Warriors & Traders, players will use Actions to develop their countries' technologies, Production, Trade and Military, keeping track on separate Play-mats. They will also build armies to conquer new provinces and forts to defend their own and they will harvest and trade for resources.

The game can be played either in alliance or in a free-for-all system. Player will get Victory points from fighting enemy player or the Barbarians who populate the map, from building Forts or trading. The player or alliance accumulating the most Victory points will win the game. The game ends after a maximum of 10 turns or when one or more players reach the victory conditions, dependent on the number of players and the type of play.

Regular Price: $69.99

Special Price: $49.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Fauna]]> http://www.boardgamerevolution.com/fauna.html 360 animals on big cards are waiting for the players of Fauna. Every round a single animal presents itself by name and picture. The 2-6 players try to guess the animal's weight, length, height, tail length and - most important - the areas in which the animal lives on the Earth. The early bird gets the worm: an area on the big map or a sector on the scales already occupied by a player token cannot be chosen a second time. When no player wants to set another token the round ends and the scoring is performed. Tokens on correct spaces get points for the corresponding player, also tokens in the direct neighborhood of correct spaces score points. Tokens not earning points are temporarily out of the game - so risk should be carefully considered. Next round - next animal - starting player changes. The first player who reaches a certain total score wins (normally after 8-12 animals).

Regular Price: $39.99

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Takenoko]]> http://www.boardgamerevolution.com/takenoko.html

A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden.

In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best, growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Whitewater]]> http://www.boardgamerevolution.com/whitewater.html

Danger and excitement lurk around every bend of the river in Whitewater. Race down a deadly river, carefully navigating your raft through the obstacles, while trying to keep your paddles and crew inside the raft.

In Whitewater each player directs the actions of four courageous rafters. Each raft in the race contains four crew, with two crew from you and two from another player. Players control the crew within a raft, but also may use Energy cards to additionally help one raft or the other. Dice represent the effects of hazards you encounter, and even your best-laid plans can be spoiled by another raft pushing you a direction you don't want to go. Earn points for getting your rafts and passengers home safely, while navigating through treacherous waters containing rocks, driftwood and the dreaded whirlpool!

Regular Price: $35.00

Special Price: $31.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Flash Point: Fire Rescue]]> http://www.boardgamerevolution.com/flash-point-fire-rescue.html

A cooperative game of fire rescue.

The call comes in... "911, what is your emergency?" On the other end is a panicked response of "FIRE!" Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. The team has only seconds to assess the situation and devise a plan of attack - then you spring into action like the trained professionals that you are. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse and lives are in danger.

You must succeed. You are the brave men and women of fire rescue, people are depending on you. This is what you do every day.

Flash Point: Fire Rescue is a cooperative game. All the players are on the same team and everyone either wins or loses together. To win, the players must rescue the victims trapped inside a burning building before the fire gets out of control or the building collapses.

Regular Price: $40.00

Special Price: $28.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeon Petz]]> http://www.boardgamerevolution.com/dungeon-petz.html

Become the leader of an imp family that has just started a new business – breeding and selling petz. Sound simple and safe? Well, we forgot to mention that those petz are for Dungeon Lords. This means magical, playful, sometimes angry monsters that constantly desire attention and at the very moment you want them to demonstrate their qualities to buyers they are sick or they poo. Sometimes you are even glad that you got rid of them – but the profit is unbelievable.

Dungeon Petz is a standalone game set in the Dungeon Lords universe created in the board game of the same name. The game consists of several rounds in which players use unusual worker placement mechanisms (players simultaneously prepare different sized groups of imps in order to play sooner than others) to prepare themselves for the uneasy task of raising creature cubs and pleasing their different needs represented by cards in order to sell them as grown scary creatures to Dungeon Lords. In the meantime they also attend various contests in which they show off their pets, scoring additional points.

Regular Price: $64.99

Special Price: $45.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Leader 1: Hell of the north]]> http://www.boardgamerevolution.com/leader-1-hell-of-the-north.html

Originally announced as an extension of Leader 1, Leader 1: Hell of the North has since transformed into a standalone game, albeit one in which the components can be used in the original game from whence this one came.

Game play is similar to that in the original game: "Each of the teams includes different types of cyclists. Every cyclist enjoys the benefits of a free base movement which varies according to his specialty and according to the hexagon at the beginning of his movement. After this kind of movement every racer can add a paying movement. Therefore, the race is based on the riders' energy management: initially the riders are all inside the peloton, where it is easier to save energy, but then they will have to find the proper moment to break away to open the definitive gap ahead of the peloton."

"Hell of the North" is a slang term for a one-day bicycle race originally from Paris to Roubaix that includes many sections of cobbled roads, sections that often lead to damaged bikes, falls and unexpected race results. A mix of new terrain, including cobblestoned sections, is included in the game with forty new tracks on twenty hexagonal tiles. New miniatures are included that match the size of those in the original game, and the game includes "new rider characteristics", according to Ghenos' Alfredo Genovese, to go with the miniatures. While game play is similar to that of the original game, the rules have been revised and updated.

Regular Price: $59.95

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: The Hills of Emyn Muil]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-the-hills-of-emyn-muil.html expansion pack for the Lord of the Rings LCG

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: Return to Mirkwood]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-return-to-mirkwood.html expansion pack for the Lord of the Rings LCG

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of the Rings LCG: The Dead Marshes Adv Pk]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-the-dead-marshes-adv-pk.html expansion pack for the Lord of the Rings LCG

Regular Price: $14.95

Special Price: $10.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Lord of The Rings LCG: Khazad-Dum Exp]]> http://www.boardgamerevolution.com/lord-of-the-rings-lcg-khazad-dum-exp.html The first large expansion for the Lord of the Rings LCG. This expansion is the first set in the Dwarrowdelf cycle.

Regular Price: $30.00

Special Price: $21.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dominion: Hinterlands]]> http://www.boardgamerevolution.com/dominion-hinterlands.html Expansion for Dominion

Regular Price: $39.99

Special Price: $28.50

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dominion Big Box]]> http://www.boardgamerevolution.com/dominion-big-box.html Includes Dominion, Dominion: Alchemy, and Dominion: Prosperity. Great way to get started collecting Dominion!

Regular Price: $100.00

Special Price: $70.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Rex: Final Days of an Empire]]> http://www.boardgamerevolution.com/rex-final-days-of-an-empire.html

Rex: Final Days of an Empire, a reimagined version of Dune set in Fantasy Flight's Twilight Imperium universe, is a board game of negotiation, betrayal, and warfare in which 3-6 players take control of great interstellar civilizations, competing for dominance of the galaxy's crumbling imperial city. Set 3,000 years before the events of Twilight Imperium, Rex tells the story of the last days of the Lazax empire, while presenting players with compelling asymmetrical racial abilities and exciting opportunities for diplomacy, deception, and tactical mastery.

In Rex: Final Days of an Empire, players vie for control of vital locations across a sprawling map of the continent-sized Mecatol City. Only by securing three key locations (or more, when allied with other factions) can a player assert dominance over the heart of a dying empire.

Unfortunately, mustering troops in the face of an ongoing Sol blockade is difficult at best (unless, of course, you are the Federation of Sol or its faithless ally, the Hacan, who supply the blockading fleet). Savvy leaders must gather support from the local populace, uncover hidden weapon caches, and acquire control over key institutions. Mechanically, this means players must lay claim to areas that provide influence, which is then "spent" to (among other things) smuggle military forces through the orbiting Sol blockade. Those forces will be needed to seize the key areas of the city required to win the game. From the moment the first shot is fired, players must aggressively seek the means by which to turn the conflict to their own advantage.

While the great races struggle for supremacy in the power vacuum of a dead emperor, massive Sol warships execute their devastating bombardments of the city below. Moving systematically, the Federation of Sol's fleet of warships wreaks havoc on the planet's surface, targeting great swaths of the game board with their destructive capabilities. Only the Sol's own ground forces have forewarning of the fleet's wrath; all others must seek shelter in the few locations with working defensive shields...or be obliterated in the resulting firestorm.

Although open diplomacy and back-door dealmaking can often mitigate the need for bloodshed, direct combat may prove inevitable. When two or more opposing forces occupy the same area, a battle results. Each player's military strength is based on the sum total of troops he is willing to expend, along with the strength rating of his chosen leader. A faction's leaders can therefore be vitally important in combat...but beware! One or more of your Leaders may secretly be in the employ of an enemy, and if your forces in combat are commanded by such a traitor, defeat is all but assured. So whether on the field of battle or the floor of the Galactic Council, be careful in whom you place your trust.

All this, along with a host of optional rules and additional variants, means that no two games of Rex: Final Days of an Empire will play exactly alike. Contributing further to replayability is the game's asymmetrical faction abilities, each of which offer a unique play experience.

Regular Price: $59.95

Special Price: $45.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Dungeon Run]]> http://www.boardgamerevolution.com/dungeon-run.html

A tale of teamwork and betrayal!

The mole ogre howled out as it collapsed into a bloody pile of rent flesh and broken bone. The aging knight bent over, panting heavily, and gave his dwarven peer an approving nod. It had taken great effort between them both to slay the beast, and they had each taken their share of wounds. But in the end their cooperation had paid off and they both knew it. And then their eyes found the treasure chest sitting in the corner of the room.

They looked at each other. They looked back at the treasure... and then the real fight began.

The game where YOU are the final boss!

Dungeon Run is an exciting dash through a dungeon packed with monsters and traps. Each player controls a unique hero capable of great feats, and whose powers and abilities are upgradable and customizable throughout the game. Players can work together to overcome the perils of the dungeon, or they can betray and sabotage each other as they see fit. Because in the final room of the dungeon lurks a powerful boss with the ultimate treasure - a treasure that turns its owner into the most powerful warrior they can become! Slay the boss, steal the treasure, and then run for your life as your friends try to cut you down. In Dungeon Run only one hero can escape with the fabled Summoning Stone. Don't crawl - run!

Dungeon Run features a randomly assembled dungeon that changes each time you play, as do the monsters you face and the treasures you find. Eight different heroes each with unique options for customization further add to a wealth of game play options. Choose the vicious Tundra Orc and bash your way through everything that stands in your path. Play as the cunning Grounder Wizard and use your magic to cheat the laws of nature. Select the Guild Dwarf adventurer and lay traps to ensnare your friends. There are many paths to victory in Dungeon Run. Win by working with your friends or against them - just win!

Regular Price: $49.99

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Feudality]]> http://www.boardgamerevolution.com/feudality.html

A long time ago in Europe, ages were pretty dark. The distribution of wealth back then left a lot to be desired. Greedy people banded together to take things from other people so that the rich could get richer and the poor could have even less. Twas ever thus. Step into the middle of the normal state of human affairs as a Baron or Baroness somewhere almost in Europe a long time ago. Thanks to your birth you have a lot of little people working to make you richer, and you, in turn, are doing your best to make your king even more prosperous. If you do things right, you might someday be king.

Each player starts with a Fiefdom Management card, divided into 64 squares (49 of which can have tiles played on them. Into four of these squares you deploy your Keep, in which you will put your fortification of some sort, and your soldiers. Elsewhere in your land you deploy assorted resource gatherers and buildings in an effort to grow, prosper, and score victory points. Along the way there may be wars, invasions, tournaments, taxes, and a lot of other nonsense.

Regular Price: $59.99

Special Price: $42.00

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Thu, 24 Apr 2014 05:48:04 +0000
<![CDATA[Wiz-War]]> http://www.boardgamerevolution.com/wiz-war.html

In Wiz-War, wizards wage no-spells-barred magical duels deep in an underground labyrinth. This classic board game of magical mayhem for 2-4 players, created by Tom Jolly in 1983, pits players' wizards against each other in a stupendous struggle for magical mastery. Win by stealing other wizards' treasures and hauling them back to your base, or just score points by blasting the other wizards. The last wizard standing always wins.

Staying true to the spirit of the game that has entertained players for years, as well inspiring an entire genre of games, this 2011 edition of Wiz-War caters to the imagination and the funny bone. Casting an enriched array of spells, your wizards race through an underground maze, avoiding fireballs, werewolves, and psychic storms. Subtle game enhancements by Kevin Wilson and Tom Jolly promote faster play and clarify card effects.

Regular Price: $49.95

Special Price: $35.00

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Thu, 24 Apr 2014 05:48:04 +0000