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Turmoil, the fifth expansion to Terraforming Mars, takes players back to Mars, and the struggle for control and progress of human society on a big and dangerous planet.
The expansion includes new corporations, new projects, and a new type of cards — Global Events, from dust storms to riots to rising alloy demand — that give you something to plan for 3 generations in advance.
At the heart of this is the political arena of the Terraforming Committee. A new action allows players to add delegates to different parties, the first delegate each generation being free, and additional ones costing 5 MC. Neutral delegates are added by the global events, representing the wishes and trends of society.
When a player (even the neutral player) has more delegates in a party than any other player, that player takes over the party leader seat for that party, and when a party has more delegates than any other party, it becomes dominant. The dominant party will become ruling during the next generation, imposing its one-time bonus, its ongoing policy, and granting chairmanship for its party leader, awarding that player 1 terraform rating.
In Tajuto, players take on the roles of the Buddhist monks, trying to achieve the highest spirituality. On their turn, they can activate their action tiles to draw (and build)...
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The Amazons, a powerful tribe of warriors, have lived in peace for centuries on the tranquil island of Themyscira. That peace is shattered when their enemies invade. Now it's up...
In Villainous, each player takes control of one of six Disney characters, each one a villain in a different Disney movie. Each player has their own villain deck, fate deck,...