|Command mighty Exosuits, traverse Time Rifts and lead your Path through a cataclysmic future in this epic board game for 1-4 players. Includes the base game, the Doomsday module and the Chronobot solo...|
Perseverance: Castaway Chronicles
|Caught by an eldritch storm in the Devil's Triangle, a luxury ocean liner gets stranded on a mysterious island. The first survivors to set foot ashore watch in awe as mighty dinosaurs emerge from th...|
Anachrony: Exosuit Commander Pack
|The Exosuit Commander Pack is a zero-day expansion for Anachrony. It contains 30 highly detailed Exosuit miniatures, and two additional gameplay modules, the pioneers of New Earth and the Guardians of...|
Trickerion: Dahlgaard's Academy
|The Great Dahlgaard’s spectacular contest for his legacy, the Trickerion Stone, has set Magoria off to a new Golden Age. Under the wise guidance of Dahlgaard’s Heir, the city has once again become a...|
Cerebria: The Card Game
|Cerebria: The Card Game focuses on occasions when the landscape of your mind interacts with the world and other people. In this turn-based card game, the players build their Mindsets, filling it u...|
Cerebria: Forces of Balance Expansion
|Forces of Balance extends the game to 5-6 players with a third side joining the struggle to shape Cerebria's Identity. The Balance side introduces two new Spirits, Reason and Intuition (each with...|
Cerebria: The Inside World – Forces of Balance
|As Bliss and Gloom struggle for control of the Inside World, a new force enters the fray. Neither judge nor spectator, Balance is an active participant, striving to ensure that no side achieves domin...|
Trickerion: Collector's Edition
|Trickerion - Legends of Illusion is a thematic, medium-heavy Euro-style game of rival stage illusionists. In this game, you are a Victorian-era magician, with a team of apprentices and specialists yo...|
Anachrony Leader Box
|Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Sc...|
Trickerion: Dawn of Technology
|Dawn of Technology contains two modules for Trickerion : the Contraptions, and the Signature Tricks. Thanks to Magoria's recent technological achievements, Magicians can now enhance their W...|
|The event called the "Leap" happened in the blink of an eye, but changed mankind's future forever. Earth was mysteriously torn from its orbit by an unknown force - the Sun disappeared from the sky, a...|
Anachrony: Doomsday Enhancement Pack
|The Doomsday Enhancement Pack is a promotional deck of ten cards for the "Doomsday" Module of Anachrony . It was first released at SPIEL '16, ahead of the release of the game itself.|
Caught by an eldritch storm in the Devil's Triangle, a luxury ocean liner gets stranded on a mysterious island. The first survivors to set foot ashore watch in awe as mighty dinosaurs emerge from the extraordinary vegetation... At first, you are a castaway, struggling for mere survival. As days turn to months, and months to years, you persevere. You raise walls, build a city, and form a new society, slowly understanding this strange land — your new home. Through great sacrifice and tenacity, the menacing beasts inhabiting these lands slowly become your companions. Riding the dinosaurs that once kept you in fear, you know you are ready to claim the island, and start writing the history of a new civilization. Perseverance: Castaway Chronicles is a euro-style dice-drafting / dice-placement game featuring player-constructed worker placement areas and hex-based exploration and adventuring. The game consists of five episodes, telling the story of a group of survivors becoming a mighty civilization on a hostile island. The theme unfolds through narrative elements, as well as evolving game mechanisms. The episodes are playable as standalone games with various lengths and complexities, but also as a continuous story. The outcome of each episode influences the next, but the game has no legacy elements and no hidden rules; the whole storyline is infinitely replayable.
The Great Dahlgaard’s spectacular contest for his legacy, the Trickerion Stone, has set Magoria off to a new Golden Age. Under the wise guidance of Dahlgaard’s Heir, the city has once again become a bustling, flourishing center of magic and illusion, with a new generation of aspiring young Magicians on the rise. But now, without the power of the Trickerion Stone, the Great Dahlgaard is dying. In his last will, he entrusted his Heir with a grandiose task: he donated his old manor to be restored as the Academy of Magoria, a center of the education and perfection of magic tricks and illusion. The Heir issues a public call for contributors among Magoria’s aspiring Magicians: the Academy shall be restored as a common effort, but the most successful contributor’s name will be remembered forever as the Patron of Magoria. Dahlgaard’s Academy expands the magical world and gameplay of Trickerion with a slew of exciting new features: a A new Location - the Academy: Join the common effort to renovate the Academy! Each Renovation action awards Fame proportionately to the Coins spent on it, and opens up new Classrooms and Practice Rooms, where Academy markers can be placed. Academy markers in Practice Rooms give the performed Tricks increased Yield or other special placement abilities, while the Tricks taught in the Classrooms will be passed on to the new generations - they can no longer be performed, but grant a useful passive yield each turn. The Academy is also a place to train your Protegé, a new member of your team. A new Specialist - the Protegé: Each Magician will now start with the Protegé, a new type of specialist. The Protegé is more than just a worker - they will accompany your Magician on their path to greatness, constantly developing in the process. By Visiting the Academy, Protegés can acquire powerful new abilities that also increase their Action Points - and their salary as well! A fully developed Protegé will have 3 Actions points, just like the Magician, with some very powerful abilities to boot! A new quartet of Magicians: Magoria’s new Golden Age attracts aspiring young Magicians from all over the world, eager to prove themselves, and maybe one day become the Patron of Magoria. Each school of illusion (Mechanical, Optical, Escape, Spiritual) will receive a new, charismatic Magician, with their own personal backstory, powerful special ability. Solo Mode: Dalhgaard's Heir: This expansion will also feature a solo mode, with an elaborate story setting. Take a journey to a possible future of Magoria, where Dahlgaard’s Heir couldn’t resist the immense power of the Trickerion Stone, and dabbing into the supernatural has eclipsed their sanity. Magoria’s Golden Age is over - now the Heir controls it with an iron grip, and it falls to you to prove your superiority and remove him from power the only way the city knows - through magic and illusion. This solo mode features Dahlgaard’s Heir as a fully automated, intricate opponent with variable difficulty levels - a worthy foe to even the most seasoned Trickerion veterans!
Cerebria: The Card Game focuses on occasions when the landscape of your mind interacts with the world and other people. In this turn-based card game, the players build their Mindsets, filling it up with Bliss or Gloom Emotions. The outside world is represented by the Impulse, a dynamically changing pool of available Emotion cards. Whenever the Impulse is emptied of Emotions, each player's Mindset is scored, granting Bliss or Gloom Identity Fragments. The goal of the game is to collect enough Fragments to fully develop the Identity. The deck consists of 96 Emotion cards. Each Emotion can be played either into the Mindset or for its effect. Emotion effects can interact with other Mindsets, other players' hands, the Impulse, or even other Emotion effects by cancelling them. The game ends if one of the players manages to build a fully single-minded (collecting eight or more of one type of Fragment) or a balanced personality (collecting five or more of both Fragment types).
Forces of Balance extends the game to 5-6 players with a third side joining the struggle to shape Cerebria's Identity. The Balance side introduces two new Spirits, Reason and Intuition (each with their own abilities and Spirit boards), and various new Emotion cards. On top of extending the maximum player count, the Balance side also encourages a new playstyle: their purpose is to create ties in the scoring objectives between Bliss and Gloom, ensuring Cerebria's equilibrium. This adds an exciting new meta aspect to the game: Balance may temporarily aid Bliss or Gloom, but on a whim, they can turn from ally into adversary. The Forces of Balance expansion also introduces 10 highly detailed, 55mm tall Spirit miniatures: two for Balance, and eight for the original Bliss and Gloom Spirits.
As Bliss and Gloom struggle for control of the Inside World, a new force enters the fray. Neither judge nor spectator, Balance is an active participant, striving to ensure that no side achieves dominance. Both Bliss and Gloom are important for the health of Cerebria, and Balance seeks a way for them to coexist in harmony. The Forces of Balance expansion extends the world of Cerebria by adding a third side to the game with two new Spirits; unpredictable Intuition and wise Reason. The Balance game mode makes it possible for six players to play at once, and it also works for fewer numbers of players. The Balance side has also some new mechanics. Their Emotions, the way they Invoke Emotions, gain Essence or Fortify are all uniquely tied to the playstyle of Balance. Balance players have their own method to gather final scores during the game. They do not compete for the Common Aspiration. Instead, they have a Hidden Aspiration with two equivalent conditions. Just like Bliss and Gloom, Balance wins by having the most points at the end of the game from Identity Fragments and the Wheel of Intentions. —description from the publisher
Trickerion - Legends of Illusion is a thematic, medium-heavy Euro-style game of rival stage illusionists. In this game, you are a Victorian-era magician, with a team of apprentices and specialists you can assign to various tasks using worker placement and simultaneous action selection. These tasks include collecting magical components, expanding your assortment of Tricks, and preparing magnificent magic shows in the Theater for you to perform at the end of each round. Performances can earn you money, but ultimately, you are in it for Fame: the more famous you are, the better Tricks you can learn, and the Magician with the most Fame points will win the game. The Collector's Edition, is only available during Kickstarter campaign. Contains: - Trickerion - Legends of Illusion base game - Trickerion - Dahlgaard's Academy expansion - Trickerion - Dahlgaard's Gifts add-on pack - Module - Dark Alley - Module - Duel of Magicians - Module - Magicians Powers - Uniquely numbered alternate art box - velvet Box Lid - Revised core rulebook - Two sets of Metal Coins - Custom linen pouches - All unlocked stretch goals Stretch Goals: - Solo Mode - 4 new Magicians - Double Decker Plastic Trays - 2 Academy Shillings - Dawn of Technology mini expansion - Extra Special Assignment cards, Extra Prophecies, Extra Dark Alley cards, extra Class Room and Practice Room tiles, etc. - Mystery at the Academy unlocks - Double sided Alternate Art Main Board - Workshop Contraptions Module
Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply. The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past "self" with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths' settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet... As stretch goals to the Kickstarter campaign, four Leader Boxes were available as expansions to the base game. Each Leader box contained everything from the Follower box, plus the Pioneers of New Earth module, the Exosuit miniatures -- all in an exclusive box sleeve based on a chosen Path affiliation. The four Path affiliations were: Path of Dominance, Path of Progress, Path of Salvation, and Path of Harmony.
Dawn of Technology contains two modules for Trickerion : the Contraptions, and the Signature Tricks. Thanks to Magoria's recent technological achievements, Magicians can now enhance their Workshops with up to four Contraptions, unique to their magic school. Contraptions can be assembled as a Workshop Action, for the cost of 1 Coin per Contraption already in place. They can be used any time during a player's turn by turning them to their inactive side, and receiving a bonus based on the player's Magic school - in the above example, the Mechanical Contraption, the Generator, supplies the city with electricity, netting its owner a steady income of Coins. Each Contraption has a more powerful effect than the one below it. At the end of a round, each Contraption with enough Shards next to it can be reactivated and used again next turn - this follows the similar principle as the Magician Powers module (which is playable with Contraptions). The highest-level Contraptions are so breathtaking that simply reactivating them will earn you some Fame! The Contraptions module includes 16 Contraptions with 4 unique illustrations, printed on 3mm blackcore cardboard, and 4 board extensions. When you learn a Trick from your own school, you may choose to learn your Signature Trick instead (if you meet its Fame threshold). Each Signature Trick “upgrades” a Trick from the original set: for example, Professor Bernard can learn his Legendary Shark Tank signature trick instead of the “ordinary” Water Tank Escape. If a Signature Trick is learned, the standard version is removed from the deck. And if an opponent already learned its standard version, your Signature Trick no longer has a Fame Threshold! Signature Tricks have the same component requirements as their standard version, but they also require Contraptions to function: the higher their Fame threshold, the more Contraptions you have to use when you prepare them. However, in return, not only do these Tricks have better numbers (higher Yield, more Trick Markers, etc.), but they also have a special power: for example, The Legendary Shark Tank’s Trick markers can be aligned freely in the Theater, meaning that you’ll always be able to create Links with it. This expansion is contained in the Collector's edition and will also be available by itself, at least from the publisher's website. — description from designer
The event called the "Leap" happened in the blink of an eye, but changed mankind's future forever. Earth was mysteriously torn from its orbit by an unknown force - the Sun disappeared from the sky, and a scarlet dwarf star took its place. No one knows how or why did the Leap happen, but one thing seems certain: it was an act of a superior intelligence with an unknown origin and intention. The mystery is up to your group of explorers to unfold through a series of plays. Discover multiple variants of the post-Leap Earth in an age when technology is spiraling out of control, becoming both a blessing and a curse. Evolve into a powerful Transhuman on your journey to discover the truth behind the Leap - but hold on to your humanity or face the consequences. Transhumanity is a story-driven co-operative campaign game where players use point-to-point movement to explore multiple post-Leap Earths. Each game is based on an open card-drafting mechanism where players may use the drafted cards to either influence the current Earth's fate or build their own deck to customize and improve their character for the long run. The campaign will gradually unveil the truth behind the Leap, and leads to an epic conclusion. The game is based on an award winning science fiction novel by Brandon Hackett. Are you ready to become the next step in human evolution?