TICKET TO RIDE: HEART OF AFRICA

Venture into the Heart of Africa to build routes through some of the continent's most remote and desolate locales. Will you bolster your terrain surveying skills and local knowledge to try and establish more valuable routes - or dare to dash across the continent in a mad race to cut the game short? 



Contains: 



  • Map of the The Heart of Africa 

  • Destination Tickets 

  • new Terrain cards 

  • Rules 



NOT A STAND-ALONE GAME! Requires an original copy of Ticket to Ride or Ticket to Ride Europe to play.
$60.00
1 in stock

Related Products

DICE THRONE: MARVEL 2-HERO BOX: BLACK PANTHER, CAPTAIN MARVEL

Marvel Dice Throne is a fast-playing, dice-rolling combat game that lets players battle as their favorite Marvel heroes in one-on-one duels, team battles, and free-for-alls! Based on the smash success Dice Throne, Marvel Dice Throne 2 Hero Pack puts players in the roles of Captain Marvel and Black Panther, each with their own set of dice, player board, and unique deck of cards. Attack your opponents and activate abilities such as with dice rolls, accumulate combat points, and spend them on action cards that allow for ability upgrades such as Black Panther’s Vibranium Suit and Captain Marvel’s Cosmic Rays. Both heroes are compatible with the entire Dice Throne ecosystem.
$60.00
1 in stock

HEROQUEST

In the HeroQuest dungeon crawler board game, heroes work together to complete epic quests, find treasures and defeat the forces of evil. This semi-cooperative board game has one player taking on the role of Zargon, the Game Master, while 4 mythical heroes–Barbarian, Dwarf, Elf, and Wizard–team up in their quest for adventure in a maze of monsters and eerie dark dungeons. Players can immerse themselves in the fantasy with the stunning artwork, and 65+ detailed miniatures. The game comes with 14 quests and has limitless replayability because players can also build their own quests and create their own stories. Gather friends together for an exciting night of tabletop gameplay in an epic battle of good and evil.   IMMERSIVE ADVENTURE GAME The Avalon Hill HeroQuest board game is a fantasy dungeon crawler in which players must work together to battle terrifying monsters and complete epic quests.   MYTHICAL HEROES The Realm is in need of champions to challenge the evil forces of the Dread sorcerer Zargon. Four heroes –Barbarian, Dwarf, Elf, and Wizard–have answered the call.   STUNNING ARTWORK The HeroQuest cards and booklets feature incredible artwork that helps take players' imaginations into a fantastical world filled with hideous monsters, deadly traps, and more.   65+ DETAILED MINIATURES This semi-cooperative board game includes highly detailed miniature figures on 25mm bases and detailed furniture models for an immersive gaming experience.   LIMITLESS REPLAYABILITY This HeroQuest tabletop board game is for 2–5 players, ages 14 and up. The game comes with 14 quests, and players can also create their own stories and build their own quests.   CONTENTS Includes gameboard, 31 monster miniatures, 4 hero miniatures, 15 furniture pieces, 10 skull pieces, 4 plastic rat pieces, 21 dungeon doors, 93 game cards, 4 turn-order cards, cardboard tiles, Quest Book, 4 character cards, Game Master's screen, pad of character sheets, 6 white combat dice, 2 red dice, and rulebook.
$325.00
1 in stock

DUNE: IMPERIUM

Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson. As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet. Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement. You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen. Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card. Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!
$110.00
2 in stock

LEGENDARY CREATURES

There is a great buzz of excitement throughout the halls of Kajan, the School of Life, as the High Council has announced a Trial of Nature’s Grace! When a group of apprentices show sufficient promise, a Trial is called. Over a period of three days the apprentices racing through the realms attempting to earn renown in the minds of their teachers, but most importantly in the eyes of the fantastic creatures. Each student is given an Amulet, allowed the same three spells, and start their travels with an identical group of creatures who aid them with magical energy and fantastic abilities. The objective of Legendary Creatures is to win the trial and advance to the rank of Druid. Players do this with the aid of fantastic creatures who assist them in their quest for renown, whatever form it may take. An apprentice’s final rank in each elemental realm, renown earned through great feats, and expeditions to distant landmarks determines who becomes the next Druid! Legendary Creatures is played over three days, each of which consists of AM, Afternoon, and PM turns. Players draw 4 creatures from their individual decks, then play 3 into their stable and send one on a solo expedition. Order and types of creatures determine initiative and resource generation for the round. Players then take turns selecting the realm they'd like to travel in, the resources they generate, and the spells they cast. This is repeated each portion of the day with a final expedition at the end of the PM portion. Ultimate leadership in each realm and via their expeditions reward victory points to determine the winner.
$95.00
1 in stock

TSURO

A beautiful and beautifully simple game of laying a tile before your own token to continue its path on each turn. The goal is to keep your token on the board longer than anyone else's, but as the board fills up this becomes harder because there are fewer empty spaces left... and another player's tile may also extend your own path in a direction you'd rather not go. Easy to introduce to new players, Tsuro lasts a mere 15 minutes and actually does work for any number from 2 to 8.
$60.00
1 in stock

GRAVEDIGGERS

Business is very good, but your job doesn't pay much, is very dirty and above all, IS REALLY BORING! To add some excitement and an extra source of income to your life, you decide to start a contest with your fellow gravediggers. Everyone has one week to borrow as many valuables from their clients as they can. Any cemetery is fair game and whomever has the most stuff at the end wins. Everyone agrees it sounds like fun and let's face it, they can't take it with them!  Gravediggers is an easy bidding game from the award-winning designer, Dr. Reiner Knizia Suitable for ages 10 & up, for 2 - 5 players. Playing time 30 - 40 minutes. 
$40.00
1 in stock

RARRR!!

In RARRR!!, players first draft monster power cards in order to build their perfect monster, then draft power bid cards to fuel their monsters' rampages through cities. Cities are destroyed using a bidding system, and players are limited in their bids by the amount of each type of power that their monster possesses.  Will you build a super fire-spewing dragon monster, or a more balanced monster that can flatten cities time and time again for the long haul? Either way, it's not a good day to live in the metropolis. 3-6 players Ages 8 to adult 60 minutes playing time
$85.00
1 in stock

MUNCHKIN: PANIC

Munchkin Panic is a semi-cooperative board game that blends the all-for-one gameplay of Castle Panic and the all-for-me gameplay of Munchkin.   In this hybrid game, the Munchkin monsters have found the Castle Panic towers and are on the rampage! Players need to combine cards to hit and slay the monsters before they destroy the castle. The card combos available in Munchkin Panic are created from a unique mixing of the decks of the two source games. Each defeated monster becomes a trophy and gives up its treasure to the victor. If players work together to defeat the monsters, the player with the highest point count becomes Master Munchkin — but players must balance their self-interest with the cooperation necessary to survive. If players get too greedy, the monsters will stomp the castle flat while the players are too busy fighting amongst themselves!
$69.00
1 in stock

TICKET TO RIDE: USA 1910

All aboard for a new adventure across the North American continent. If you're ready to travel, this exciting new expansion is ready to give you a new Ticket to Ride!  Ticket to Ride - USA 1910 is a new card expansion for the original Ticket to Ride board game. It consists of 181 new large format cards (the same size as Ticket to Ride Europe and Marklin), that include: 35 new Destination Tickets, a new GlobeTrotter bonus card for completing the most tickets, plus a complete replacement deck of all the cards from the original game deck.  Also included is a new rulebook that gives Ticket to Ride players three new ways to play the game including 1910 rules - games using only the new Destination Tickets; the Mega Game, featuring all the tickets; and Big Cities, which uses only tickets to certain large cities.  The USA 1910 cards and rules variants will really change your strategies and tactics when you play Ticket to Ride. They will surprise even long-time veteran railroaders and bring hundreds of hours of new fun to your family and friends. So hop on board and discover... a whole new ride with Ticket to Ride - USA 1910!  This product is an expansion for the Ticket to Ride boardgame, not a stand-alone game. An original copy of Ticket to Ride is required to play.  
$40.00
1 in stock