Lineup
Lineup $57.00
Llamas Unleashed (Library)
Llamas Unleashed (Library) $0.00
Llamas Unleashed is a fully playable base game that is NOT intended to be shuffled into your Unstable Unicorns games. It comes with 135 cards in a magnetic box, and it has the same base mechanics, but with a few twists. The core mechanics are based on those of Unstable Unicorns, but there are a ton of new card effects that you've never seen before. Also, Llamas. How can you resist? In the game, you'll find 4 types of characters: Llamas, Alpacas, Goats, and Rams. The goal is to get 7 animals into your field before your opponents. A task that sounds much simpler than it is. There are also magic cards, instant cards and upgrade/downgrade cards. Playing certain cards only affect certain types, such as if you play a "Goatmeal Raisin Cookie" or a "Download More RAM." In addition, there is a new mechanic called "Herd Bonus." If you get 3 of the same type of character in your Stable (now called a Field) at the same time, you get a Field Advantage! Think of it like an Upgrade card, except with no Upgrade in your Stable. Bonus effects range from extra card draw to protection to stealing from your friends. Be sure to strategize early though- if you don’t remember the Herd Bonus when choosing your Baby Animal, you might end up having a baaaad time! Plus, each of the instant cards in the deck (equivalent to the Neighs you know) have an added bonus of allowing you to snatch up the card if it belongs to a specific type (ex. if you use the right "Neigh" on a Goat-type card, you can add it to your hand instead of sending it to the discard pile!).
Loaded Answers (Library)
Loaded Answers (Library) $0.00
A variation on the classic Loaded Questions. Where up to 6 players participate in a question/answer style party game. The title is a play on words — where "loaded" = "rich" — because the game implements a scoring system which rewards players with "Money Cards" for: (1) accurately guessing which of their friends submitted which answer, (2) submitting the favorite answer, and (3) matching answers with the on-turn player. This isn't a novel concept, but it does mean the social deduction element is *not* the only piece of the puzzle. Each player takes 3 turns, so you can see the money piling up & the finish line drawing closer each turn.
Lords of Waterdeep (Library)
Lords of Waterdeep (Library) $0.00
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 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. During the course of play, you may gain points or resources by completing quests, constructing buildings, playing intrigue cards, or having other players use the buildings you have constructed. After eight rounds, the player with the most points wins.
Lost Cities: Roll & Write (Library)
Lost Cities: Roll & Write... $0.00
In Lost Cities: Roll & Write, you want to start your expeditions on the six colored paths with the smallest possible numbers on the dice. Each turn, decide whether to continue with an expedition or start a new one. Acceleration fields and artifacts provide opportunities to advance quickly, but you'll have to carefully consider which paths to take on which roll. If you make good progress, victory beckons — but if an expedition gets stuck, you will lose points just as quickly as you earned them! In more detail, each player has their own score sheet, which has eight columns on it: six colored columns matching the colors of Lost Cities (red/orange/yellow/green/blue/purple), an artefact column, and a dice column. You will fill or mark all of these columns from the bottom up. On a turn as the active player, you roll the six dice — three six-sided color dice and three ten-sided dice numbered 0-9 — then choose one number die and one color die, then mark this number in this color column on your sheet. If you choose 0 and haven't started this color column, you can mark the "double point" circle at the bottom of the column. If you choose a non-0 number and haven't started this column, you write the number in the bottommost space of the column; if you have started this column, then you can add another number to this column only if it's the same value or higher. (A 0 is written as 10 in a column.) Other players choose a number die and a color die from the two of each that remain, then mark one of their columns in a similar manner. If you place a number on an arrow in a column, then you can "accelerate" any color column by filling the bottommost empty space with the same number currently at the top of that column. If you write over another arrow, then you accelerate once again! If you place a number on an artefact box, then you mark off a space in the artefact column. If you've filled all nine spaces in a column and can write a number there once again, you instead mark off an artefact. If you wish, you can refuse to choose a number-color combination. If you do, then you mark off a die in the dice column. If you write a number in the seventh box in a color column or mark off the seventh space in the artefact or dice column — and you're the first player to do so — then you score a 20 point "bridge bonus" for being the first player to cross that bridge. If you mark off the ninth space in the dice column, you are considered to be "exhausted", but you continue to play. The game ends after the turn in which all players are exhausted or all eight bridges have been crossed. Players then score points for each color column based on the number of spaces they've filled, doubling this score — whether positive or negative — if they've marked the "double point" circle at the bottom of the column. Players also score points for the number of spaces marked in the artefact and dice columns, but if you're exhausted, then you score 0 points for that column. Add your bridge bonus points to the sum of these eight columns, and whoever has the highest score wins.
Lost Cities: The Board Game (Library)
Lost Cities: The Board Game... $0.00
Lost Cities is a card game in the Kosmos two-player series. The game originally consisted of a single deck of cards of rank 2–10 in five different colors with three special "handshakes" ("HS" in scoring examples below) in each suit, but as of 2018 the game now includes six colored suits, with the sixth color being optional for gameplay. A game board is included to organize discarded cards and help players organize their card collections. The object of the game is to gain points by mounting profitable archaeological expeditions to the different sites represented by the colored suits of cards. On a player's turn, they must first play one card, either to an expedition or by discarding it to the color-appropriate discard pile, then draw one card, either from the deck or from the top of a discard pile. Cards played to expeditions must be in ascending order, but they need not be consecutive. Handshakes are considered lower than a 2 and represent investments in an expedition. Thus, if you play a red 4, you may play any other red card higher than a 4 on a future turn but may no longer play a handshake, the 2, or the 3. The game continues in this fashion with players alternating turns until the final card is taken from the deck. The rest of the cards in hand are then discarded and players score their expeditions. Each expedition that has at least one card played into it must be scored. Cards played into an expedition are worth their rank in points, and handshakes count as a multiplier against your final total; one handshake doubles an expedition's value, while two handshakes triples that value and three handshakes quadruple it. Expeditions start at a value of -20, so you must play at least 20 points of cards into an expedition in order to make a profit. If you are left with a negative value and have a handshake, the multiplier still applies. A 20-point bonus is awarded to every expedition with at least eight cards played into it. A complete game of Lost Cities lasts three matches, with scores for each match being added together. Scoring example 1: An expedition has a 2,3,7,8,10 for a total of 30. This expedition is worth 10 total points: 30 plus the initial -20. Scoring example 2: An expedition has 2 HS, and 4,5,6,7,8,10 for a total of 40. This expedition is worth 80 total points: 40 points for cards, plus the initial -20, ×3 for the two multipliers, plus the 20-pt bonus for playing 8+ cards. Scoring example 3: An expedition has 1 HS, and 4,6,7 for a total of 17. This expedition is worth -6 total points: 17 plus the initial -20, ×2 for the multiplier.
LOTR Two Towers Trick Taking Game
LOTR Two Towers Trick Taking... $46.00
Return to the captivating world of Middle-earth in The Two Towers: Trick-Taking Game! Merry and Pippin have been captured by Orcs while Frodo carries The One Ring toward Mount Doom. Follow the divergent paths of Frodo and Sam in Mordor and Aragorn and company in Fangorn Forest and Rohan as you work together, playing cards to achieve each character’s goal. This is a standalone continuation to The Fellowship of the Ring: Trick-Taking Game, with several play modes including solo, 2-player, and The Road Goes Ever On. Contents: 144 Cards 1 White Tower Token 1 Black Tower Token 1 Ring Token 4 Star Tokens 4 Burden Tokens 1 Rulebook Features: 1–4 Players 20+mins Ages 10+
Love Formula (Library)
Love Formula (Library) $0.00
Love Formula is a card-drafting game for 2 to 4 players in which you attempt to set up couples you support on their perfect date while sabotaging the efforts of your opponents to do the same! There are two phases of the game: the draft phase and the play phase. During the draft phase, players strategically choose which cards they want to be part of their hand while their opponents do the same. During the play phase, players use cards from their hand to organize the perfect dates for their couples and sabotage their opponents! Play alternates between the two phases, with the draft phase occurring first. Once each phase has been played twice, the game ends. The player who has the most victory points from creating the best dates wins!
Love Letter (Library)
Love Letter (Library) $0.00
All of the eligible young men (and many of the not-so-young) seek to woo the princess of Tempest. Unfortunately, she has locked herself in the palace, and you must rely on others to take your romantic letters to her. Will yours reach her first? Love Letter is a game of risk, deduction, and luck for 2–4 players. Your goal is to get your love letter into Princess Annette's hands while deflecting the letters from competing suitors. From a deck with only sixteen cards, each player starts with only one card in hand; one card is removed from play. On a turn, you draw one card, and play one card, trying to expose others and knock them from the game. Powerful cards lead to early gains, but make you a target. Rely on weaker cards for too long, however, and your letter may be tossed in the fire! Number 4 in the Setting: Tempest Shared World Game Series
LPG Dice Bag Large
LPG Dice Bag Large $30.00
Large Dice Bag
LPG Essentials Dice Arena LPG Essentials Dice Arena
LPG Essentials Dice Arena $50.00
Every critical roll deserves a grand entrance. The LPG Essential Dice Arena is more than just a storage solution; it’s a high-performance accessory designed for the traveling adventurer. Crafted for those who value both style and a steady roll, this case ensures your favorite polyhedrals are protected, organized, and always ready for the table. The dice case is emblazoned with art by Alex Lehour, Sydney based artist, giving his take on iconic roleplaying characters and monsters! Key Features     PU Leather Exterior: PU leather finish that feels great in your hand and looks professional at the table. Durable, and built for the rigors of a long campaign.    Dual-Purpose Design: The lid isn't just a cover—it detaches to serve as a compact, felt-lined rolling tray.    Striking Color Palette: Choose from a range of vibrant, "character-inspired" colors that stand out in any dungeon.    Travel-Ready Portability: Slim enough to slide into a backpack yet spacious enough to house multiple sets of standard, resin, or heavy metal dice.
LPG Essentials Dice Case LPG Essentials Dice Case
LPG Essentials Dice Case $45.00
Every critical roll deserves a grand entrance. The LPG Essential Dice Case is more than just a storage solution; it’s a high-performance accessory designed for the traveling adventurer. Crafted for those who value both style and a steady roll, this case ensures your favorite polyhedrals are protected, organized, and always ready for the table. The dice case is emblazoned with art by Alex Lehour, Sydney based artist, giving his take on iconic roleplaying characters and monsters! Key Features     PU Leather Exterior: PU leather finish that feels great in your hand and looks professional at the table. Durable, and built for the rigors of a long campaign.    Secure Magnetic Closure: No more "dice explosions" in your bag. Magnetic seal snaps shut with a satisfying click, keeping your dice locked away until the moment you need them.    Dual-Purpose Design: The lid isn't just a cover—it detaches to serve as a compact, felt-lined rolling tray.    Striking Color Palette: Choose from a range of vibrant, "character-inspired" colors that stand out in any dungeon.    Travel-Ready Portability: Slim enough to slide into a backpack yet spacious enough to house multiple sets of standard, resin, or heavy metal dice.