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Tsuro of the Seas High Command: Hordes deck-building game
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Tsuro High Command: Hordes deck-building game
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...
Brutal conflict spreads across the wilds of western Immoren, fought by savage warriors and terrible beasts. Powerful warlords orchestrate grand strategies and daring battlefield tactics, their actions bringing glorious victory — or the despair of final defeat. Do you have the courage and cunning to guide your forces to ultimate triumph? Take command of the mightiest warriors and beasts to conquer the wilds of Immoren!
In Hordes: High Command, each player takes control of one faction of the Hordes world – Skorn, Circle of Orboros, Trollblods or Legion of Eveblight – leading whole armies of soldiers, Warlocks and mighty Warbeasts to great battles which will shake all of Immoren and change it forever. Each faction has individual decks with faction-specific warbeasts, units, and resources which assure different strategy and gameplay from the other factions. Additionally, before each game, players choose three of the five warlocks specific to their faction. This decision makes every game different and allows for multiple strategies. During the game, players play a whole season of War, trying to build up their strength, then capture strategic locations to earn victory points.
Hordes: High Command can be combined with Warmachine: High Command.
The Convoy: Neuroshima Hex! Space Empires: Close Encounters
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The Convoy: Neuroshima Hex! Space Empires: Close Encounters
Moloch forces are heading toward New York to raze the city. This will end the resistance of the people and eventually break their defense lines. A swarm of steel-gray machines marches to the east, destroying everything in its path. Day after day, the horizon is decorated with new pillars of smoke. Fire will soon visit the place that used to be called New York.

Unless soldiers from the Outpost army can stop this convoy of machines. The fate of New York is in their hands. Can they destroy all the Moloch machines before they reach the city? Can they slow down the convoy in a series of ambushes and small battles? They have to...
Space Empires: Close Encounters is the first expansion to Space Empires: 4X. Alien races meet up close as they encounter each other for the first time in ship boarding engagements and planetary invasions with different types of ground troops. The strengths and weaknesses of each alien empire are brought out with roughly 20 unique racial abilities. The expansion takes advantage of the streamlined nature of the game system to add more technology and cool sci-fi things in very simple ways. While it is designed to be used as a whole, the expansion is modular and players can choose to use only the parts that they like.

Also included in the expansion is an experience system so that your ship groups become more proficient over time. There is a big benefit if you can keep ships alive! The game gives more counters of each ship type to accommodate groups at different experience levels. Military academies in your empire can give your new groups a head start in accumulating experience.

Titans, super large ships beyond dreadnaught, make their appearance and can both carry fighters and destroy planets, but have liabilities too. As requested, fleet counters and a fleet display are in the box. In addition to racial advantages, there are also unique Alien Technologies that can be gained by conquering the non-player Alien planets. There are more technologies and some more money is added into the game because of the larger tech tree.

New scenarios are added for both 3 and 4 players. A new alien empire solitaire scenario is included as well as another solitaire scenario where a player can attempt to fight off an invading mass of Space Amoebas.

Space Empires: Close Encounters includes thicker counters for itself as well as a complete set of thicker counters (4.5 counter sheets) from the base game.
The Mystery of the Templars Green and Black Runic Dice Set (7 dice)
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The Mystery of the Templars Green and Black Runic Dice Set
For 200 years, the Knights Templar were a powerful political and economic force, helping to shape Europe during the Middle Ages. Founded to protect pilgrims on their journeys to the Holy Land, the "poor comrades-in-arms of Christ and the Temple of Solomon" would eventually grow a network of strongholds ("Commanderies") throughout the Christian world, where novice knights were trained, and trade goods could be managed and exchanged. By 1307, the “poor comrades-in-arms” were one of the richest organizations in Europe: one that would attract the covetous eyes of the French king.

In The Mystery of the Templars, players become the masters of this secretive organization. They must assign their knights to the critical task of escorting pilgrims, but also to seek out and discover long-lost artifacts of Christian lore. Using their holdings in the Holy Land, they procure valuable trade goods, which must then be transported to the hungry markets of Europe, using the profits to expand the Order’s holdings. But along the way brigands and pirates threaten the flow of goods and wealth, and must be challenged by valorous knights to safeguard the precious caravans and trade ships. To be successful, the players must balance the needs of trade, development, and battle.

In time, the powerful enemies of the Templars will strike, beginning the Persecution which will eventually cause the destruction of the Order. In those last desperate days, the players must flee from their Commanderies with all the wealth and relics they can carry, seeking refuge in the farthest corners of the world. The player who can best manage the resources of the Order during the days of wealth, and who can rescue the most important relics from the Persecution, will be the victor in The Mystery of the Templars.
Green and Black Runic Dice Set (7 dice d4/d6/d8/d10/d10s/d12/d20)







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Glenn's Gallery

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Glenn's Gallery
Glenn McFluxus, sole proprietor, Glenn's Gallery It's not easy working for Glenn McFluxus, the most notorious art dealer in town. Sure, his gallery is the most respected and diverse, and you and his staff are competing to become (as we are still learning!!!)the most knowledgeable about the trends and traps of the risky world of art speculation. Still, Glenn's all about one thing: his bottom line. Fail, and you find yourself stripped of your responsibilities. Succeed, and—well, you still have a job in the morning. That's just the way Glenn is...


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