The Moloch State Pack is an expansion to 51st State: Master Set, which introduces a semi-cooperative experience.
It consists of 27 Moloch cards to be shuffled in the Base Set cards and 23 double-sided Machine cards...
The expansion No Man’s Land gives 51st State a completely new dimension by introducing an area control mechanism - all players try to gain control over a contested territory.
Players spend their Contact tokens not only to interact with cards from their hand, but also to interact with the No Man's L..
The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new cou..
You are the leader of one of the 7 great cities of the Ancient World. Gather resources, develop commercial routes, and affirm your military supremacy. Build your city and erect an architectural wonder which will transcend future times.
7 Wonders lasts three ages. In each age, players receive seven ..
7 Wonders: Cities, the second expansion for 7 Wonders, includes optional team rules, a new type of card (black, representing the remains of cities), and new cards of old types (two new wonders: Petras and Byzantium, 3 new guild and 6 new leader cards). This expansion is more aggressive, with greatly..
7 Wonders: Edifice gives players the opportunity to work together to construct communal buildings. If you do your part and the building comes to be, you'll be rewarded. You don't have to participate, but if you don't — and the building never comes to be — you'll suffer a penalty...
7 Wonders: Armada is an expansion for 7 Wonders that can be combined with the base game or any combination of expansions.With this expansion, each player gets a separate "naval" board at the start of the game in addition to their wonder board. The expansion includes additional red, green, yellow, an..
7 Wonders: Leaders adds 42 new cards to the base game of 7 Wonders, comprising four new guilds, one new wonder card, and 36 (+1 blank) white "Leader" cards. At the start of the game, each player takes a hand of four leaders and may play one at the start of each of the three Ages. Unlike the standard..
In many ways 7 Wonders Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders.
What's different about 7 Wonders Duel is that, as the title su..
A pantheon from several civilizations — including Greek, Egyptian, and Middle-Eastern — gets added to 7 Wonders: Duel in 7 Wonders: Duel – Pantheon, with each god having its own power to help you or hinder your opponent.During Age I you collect mythology tokens — which allow you to choose which deit..