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Archmage
£47.00
{"id":1354273521687,"title":"Archmage","handle":"archmage","description":"\u003cp\u003eA few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.\u003c\/p\u003e\n\u003cp\u003eAt the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.\u003c\/p\u003e\n\u003cp\u003eThe Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.\u003c\/p\u003e\n\u003cp\u003eThe mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eArchmage\u003c\/em\u003e is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.\u003c\/p\u003e\n\u003cp\u003eWhen the time of reckoning comes, a new Archmage will rule.\u003c\/p\u003e\n\u003cp\u003eEach turn is formed of two phases:\u003c\/p\u003e\n1. The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents.\u003cbr\u003e\u003cbr\u003e2. Journey's End: A Mage will finish each Journey in a specific location where they can perform a specific action.\n\u003cul\u003e\n\u003cli\u003eEnding a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered.\u003c\/li\u003e\n\u003cli\u003eEnding in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order.\u003c\/li\u003e\n\u003cli\u003eEnding with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved).\u003c\/li\u003e\n\u003cli\u003eEnding in the Wilderness will let the Mage's followers take more physical control over the area.\u003c\/li\u003e\n\u003cli\u003eEnding in the Mage's Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eSpells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.\u003c\/p\u003e\n\u003cp\u003eThe game is played over a number of turns, depending on the player count. After the last turn, the Mage with the most powerful Order of Mages, is declared the new Archmage and power is restored to the lands... until the next time!\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 1 - 4 Players  |  60 - 120 Minutes  |  Ages 14+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e","published_at":"2018-07-02T11:04:39+01:00","created_at":"2018-07-02T11:10:53+01:00","vendor":"Starling Games","type":"Strategy Game","tags":["Action Point Allowance System","Area Control \/ Area Influence","Economic","Exploration","Fantasy","Pattern Building","Territory Building","Time Track","Variable Player Powers"],"price":4700,"price_min":4700,"price_max":4700,"available":true,"price_varies":false,"compare_at_price":null,"compare_at_price_min":0,"compare_at_price_max":0,"compare_at_price_varies":false,"variants":[{"id":12333496926231,"title":"Default Title","option1":"Default Title","option2":null,"option3":null,"sku":"HPSGSUH2400","requires_shipping":true,"taxable":true,"featured_image":null,"available":true,"name":"Archmage","public_title":null,"options":["Default Title"],"price":4700,"weight":0,"compare_at_price":null,"inventory_quantity":4,"inventory_management":"shopify","inventory_policy":"deny","barcode":"13964757490"}],"images":["\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/archmage.png?v=1545380808","\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/Archmage_01.png?v=1545380808","\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/Archmage_02.png?v=1545380808"],"featured_image":"\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/archmage.png?v=1545380808","options":["Title"],"content":"\u003cp\u003eA few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.\u003c\/p\u003e\n\u003cp\u003eAt the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.\u003c\/p\u003e\n\u003cp\u003eThe Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.\u003c\/p\u003e\n\u003cp\u003eThe mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun...\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eArchmage\u003c\/em\u003e is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.\u003c\/p\u003e\n\u003cp\u003eWhen the time of reckoning comes, a new Archmage will rule.\u003c\/p\u003e\n\u003cp\u003eEach turn is formed of two phases:\u003c\/p\u003e\n1. The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents.\u003cbr\u003e\u003cbr\u003e2. Journey's End: A Mage will finish each Journey in a specific location where they can perform a specific action.\n\u003cul\u003e\n\u003cli\u003eEnding a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered.\u003c\/li\u003e\n\u003cli\u003eEnding in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order.\u003c\/li\u003e\n\u003cli\u003eEnding with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved).\u003c\/li\u003e\n\u003cli\u003eEnding in the Wilderness will let the Mage's followers take more physical control over the area.\u003c\/li\u003e\n\u003cli\u003eEnding in the Mage's Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eSpells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.\u003c\/p\u003e\n\u003cp\u003eThe game is played over a number of turns, depending on the player count. After the last turn, the Mage with the most powerful Order of Mages, is declared the new Archmage and power is restored to the lands... until the next time!\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 1 - 4 Players  |  60 - 120 Minutes  |  Ages 14+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e"}
Archmage

Archmage

£47.00

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City. At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together t...


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{"id":1529101746199,"title":"Ion: A Compound Building Game","handle":"ion-a-compound-building-game","description":"\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e\u003cem\u003e\u003cstrong\u003eION: A Compound Building Game\u003c\/strong\u003e\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003eis a card drafting game where players select from a number of available Ion Cards and Noble Gas cards with the goal of creating sets of compounds and inert noble gases.\u003c\/p\u003e\n\u003cp\u003eHere’s how the game is played: Each player is dealt eight cards, must select one of those cards and then passes the remaining. Players must choose to either bond (pair) their selected card with another Element Card or set it alone (possibly to form an ionic bond at a later time). Throughout the game, players gain additional points for building specific compounds which are listed on the Compound Goal Cards and have available a set of Action Tiles which award them additional moves throughout the game. Players score points based upon the quantity and type of neutrally balanced compounds they construct and noble gas sets they collect. After three rounds, players add their total scores from each round, subtract points from Action Tiles used, and the player with the most points wins!\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 2 - 7 Players  |  20 - 40 Minutes  |  Ages 8+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e","published_at":"2018-09-24T14:15:28+01:00","created_at":"2019-01-03T19:21:03+00:00","vendor":"Genius Games","type":"Card Game","tags":["Card Drafting","Deduction","Educational","Medical","Party Game","Pattern Building","Set Collection"],"price":1650,"price_min":1650,"price_max":1650,"available":true,"price_varies":false,"compare_at_price":null,"compare_at_price_min":0,"compare_at_price_max":0,"compare_at_price_varies":false,"variants":[{"id":13097389850647,"title":"Default Title","option1":"Default Title","option2":null,"option3":null,"sku":"GOT1003","requires_shipping":true,"taxable":true,"featured_image":null,"available":true,"name":"Ion: A Compound Building Game","public_title":null,"options":["Default Title"],"price":1650,"weight":0,"compare_at_price":null,"inventory_quantity":4,"inventory_management":"shopify","inventory_policy":"deny","barcode":"748252187444"}],"images":["\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/Ion.png?v=1546591195","\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/Ion_2.png?v=1546591195"],"featured_image":"\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/Ion.png?v=1546591195","options":["Title"],"content":"\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e\u003cem\u003e\u003cstrong\u003eION: A Compound Building Game\u003c\/strong\u003e\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003eis a card drafting game where players select from a number of available Ion Cards and Noble Gas cards with the goal of creating sets of compounds and inert noble gases.\u003c\/p\u003e\n\u003cp\u003eHere’s how the game is played: Each player is dealt eight cards, must select one of those cards and then passes the remaining. Players must choose to either bond (pair) their selected card with another Element Card or set it alone (possibly to form an ionic bond at a later time). Throughout the game, players gain additional points for building specific compounds which are listed on the Compound Goal Cards and have available a set of Action Tiles which award them additional moves throughout the game. Players score points based upon the quantity and type of neutrally balanced compounds they construct and noble gas sets they collect. After three rounds, players add their total scores from each round, subtract points from Action Tiles used, and the player with the most points wins!\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 2 - 7 Players  |  20 - 40 Minutes  |  Ages 8+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e"}
Ion: A Compound Building Game

Ion: A Compound Building Game

£16.50

ION: A Compound Building Game is a card drafting game where players select from a number of available Ion Cards and Noble Gas cards with the goal of creating sets of compounds and inert noble gases. Here’s how the game is played: Each player is dealt eight cards, must select one of those cards and then passes the remaining. Players must choose ...


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{"id":1539636789271,"title":"Cerebria: The Card Game","handle":"cerebria-the-card-game","description":"\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e\u003cem\u003e\u003cstrong\u003eCerebria: the Card Game\u003c\/strong\u003e\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003efocuses 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.\u003c\/p\u003e\n\u003cp\u003ePlayers can get Fragments by invoking Emotions into their Mindset, however, these Fragments can be spent for the effect of the Emotions' Abilities, so it is up to the players to decide wether they hold on to their victory points or spend some of them to be more efficient. Emotion effects can interact with other Mindsets, other players' hands, the Impulse, but can be cancelled by discarding Emotions of the matching type.\u003c\/p\u003e\n\u003cp\u003eThe 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).\u003c\/p\u003e\n\u003cp\u003eThe game consists of 96 Emotion cards, 80 Identity Fragments, 5 player aid cards and a Mood Marker.\u003c\/p\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 2 - 5 Players  |  15 - 30 Minutes  |  Ages 14+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e\n\u003cp\u003e \u003c\/p\u003e","published_at":"2018-04-25T14:47:55+01:00","created_at":"2019-01-18T13:20:01+00:00","vendor":"Mindclash Games","type":"Card Game","tags":["Fantasy","Hand Management","Pattern Building","Take That"],"price":1950,"price_min":1950,"price_max":1950,"available":true,"price_varies":false,"compare_at_price":null,"compare_at_price_min":0,"compare_at_price_max":0,"compare_at_price_varies":false,"variants":[{"id":13145091309591,"title":"Default Title","option1":"Default Title","option2":null,"option3":null,"sku":"MINCEB03","requires_shipping":true,"taxable":false,"featured_image":null,"available":true,"name":"Cerebria: The Card Game","public_title":null,"options":["Default Title"],"price":1950,"weight":0,"compare_at_price":null,"inventory_quantity":2,"inventory_management":"shopify","inventory_policy":"deny","barcode":"752830414587"}],"images":["\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/CerebriaCard.png?v=1547848437","\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/CerebriaCard_01.png?v=1547848437"],"featured_image":"\/\/cdn.shopify.com\/s\/files\/1\/2003\/4581\/products\/CerebriaCard.png?v=1547848437","options":["Title"],"content":"\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e\u003cem\u003e\u003cstrong\u003eCerebria: the Card Game\u003c\/strong\u003e\u003c\/em\u003e\u003cspan\u003e \u003c\/span\u003efocuses 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.\u003c\/p\u003e\n\u003cp\u003ePlayers can get Fragments by invoking Emotions into their Mindset, however, these Fragments can be spent for the effect of the Emotions' Abilities, so it is up to the players to decide wether they hold on to their victory points or spend some of them to be more efficient. Emotion effects can interact with other Mindsets, other players' hands, the Impulse, but can be cancelled by discarding Emotions of the matching type.\u003c\/p\u003e\n\u003cp\u003eThe 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).\u003c\/p\u003e\n\u003cp\u003eThe game consists of 96 Emotion cards, 80 Identity Fragments, 5 player aid cards and a Mood Marker.\u003c\/p\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003ctable width=\"100%\"\u003e\n\u003ctbody\u003e\n\u003ctr\u003e\n\u003ctd style=\"text-align: center;\"\u003e \u003cspan\u003e 2 - 5 Players  |  15 - 30 Minutes  |  Ages 14+\u003c\/span\u003e\n\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/tbody\u003e\n\u003c\/table\u003e\n\u003cp\u003e \u003c\/p\u003e"}
Cerebria: The Card Game

Cerebria: The Card Game

£19.50

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 ...


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