DOMINION: INTRIGUE 2ND EDITION

Something’s afoot. The steward smiles at you like he has a secret, or like he thinks you have a secret, or like you think he thinks you have a secret. There are secret plots brewing, you’re sure of it. At the very least, there are yours. A passing servant murmurs, “The eggs are on the plate.” You frantically search your codebook for the translation before realizing he means that breakfast is ready. Excellent. Everything is going according to plan.


"Dominion: Intrigue (Second Edition), an expansion for Dominion or Dominion (Second Edition), contains 26 Kingdom card types that can be used with the base game, while also adding rules for playing with up to eight players at two tables or for playing a single game with up to six players.


Dominion: Intrigue (Second Edition) replaces six Kingdom card types from the first edition with six new types of Kingdom cards, while also replacing the blank cards in that item with a seventh new Kingdom card. These new cards are available on their own in the Dominion: Intrigue Update Pack. The rulebook has been rewritten, one card has a mild functional change (Masquerade skips players with no cards in hand), and other cards have been rephrased (while remaining functionally the same).

$80.00
2 in stock

Related Products

SUPER SHOW THE BACKLASH

The Supershow is a tabletop dice and card game for 2 - 6 players. Supershow is the worlds first UCG, or unpredictable card game that takes place in the underground wrestling word of the Legendary Fighting Federation. The goal of the game is to hit your FINISH card for a chance to defeat your opponent.   When competing in the Legendary Fighting Federation competitors use the Lead - Follow up - Finish game engine, which makes the game easy to pick up by impossible to put down.   The LFF Engine is simple, on a players turn; they may play 1 card, that card can be; a FINISH card if they have a FOLLOW UP in play. A FOLLOW UP card if they have a LEAD in play. Or they may play a LEAD card. After each card is played, all players roll their Skill dice; the player who rolled the highest Skill draws a card and starts his turn. When a FINISH card is played a player has a chance to defeat his opponent with a dice roll, if he does not all cards in play are discarded, the Crowd Meter is raised to the next level and the game continues. The Crowd Meter increased the effectiveness of the FINISH cards as the game progresses.   When a FINISH card is played, a player attempts to PIN or SUBMIT his opponent with a FINISH ROLL. They roll their Skill dice to decide the FINISH ROLL. Their opponent has 3 dice rolls, called BREAKOUT ROLLS, to beat or tie the FINISH ROLL. This simulates beating the referees 3 count, or grabbing the ropes before the lifeless arm falls for the 3 time.   The Skill dice correlates with the Skill chart on the Competitor card you have selected. Each Competitor has a Gimmick, a unique effect that affects the game play, and 3 Finish cards. The 3 Finish cards are added to your Supershow Deck at the start of the game, and are also unique to that competitor.   Currently there are 7 playable competitors, each with their own unique backstory and interaction in the game. Additional characters can be won at our events, downloaded for free off our website, are handed out at live shows, or can purchased which each new set. Each deck in The Supershow is comprised of 30 cards and 1 Competitor card that have a Skill chart. These pre-constructed 30 cards are 15 Lead cards, 12 Follow Up cards, and 3 Finish cards. Your Finish cards are unique to your Competitor. These cards can be different colors, making them Strikes, Grapples, or Submissions. Your Strikes, Grapples, and Submissions can become harder or easier to stop depending on your Skill chart and the Skill chart of your opponent. Stop cards can be used to stop your opponent’s moves.   The Supershow also has mechanics that for multiplayer formats, triple threat, four way, 2-4 player tag team, tornado tag team, each format can be elimination style, or first to Finish. This is on top of different match types that are played with no additional purchases, such as escape the cage or submission match.
$45.00
3 in stock

GLOOM - UNQUIET DEAD (EXPANSION)

The Game of Inauspicious Incidents and Grave Consequences! In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths. Unquiet Dead also introduces Stories, Undead, and Timing Symbols. The families of Gloom have many skeletons in their closets. In Unquiet Dead, the spooks come out to play. Mad scientists can Reanimate Relatives or Invent Invisibility. Vampires and shape shifters can Terrorize the Townsfolk and Go Mad in the Moonlight. Will you Give Up the Ghost, or will you hold onto it? STORIES: These cards give your families even more to fight over. Whoever claims a story gains a special benefit ... but how long can you keep it? UNDEAD: There are seven special Modifiers that allow a Character to become a supernatural creature -- a vampire, mummy, ghost, ghoul, wereduck, invisible person, or haunted portrait. These Undead Characters are both living and dead; you can still play Modifiers and Events on them, but they also count toward your Family Value and toward ending the game. TIMING SYMBOLS: Card effects in Unquiet Dead have symbols to let you know whether a card has an Instant effect that occurs when the card is played from your hand; an Ongoing effect that lasts until it is covered by another card; or a Persistent effect that can last as long as the Character is still alive ... or Undead.
$33.00
1 in stock

LOST LEGACY 2ND CHRONICLE: VORPAL SWORD & WHITEGOLD SPIRE

In the distant past, a starship from a faraway world appeared in the sky. Damaged in battle, the craft broke apart and traced lines of fire across the horizon. These falling stars crashed to the surface, and in the ages to come, became enshrined in legends as the Lost Legacy. Discover where the Lost Legacy can be found and win the game!  Lost Legacy: Second Chronicle contains two sets of game cards: Vorpal Sword and Whitegold Spire. Each set can be played independently or mixed together with other sets to create a unique custom set.  By combining different Lost Legacy sets (while keeping only a single Lost Legacy card in play), up to six players can compete at the same time. 2-6 players Ages 10 to adult 10 minutes playing time
$30.00
1 in stock

GLOOMIER: A NIGHT AT HEMLOCK HALL

Return to Gloom's original dark Victorian setting in Gloomier: A Night at Hemlock Hall. Gloomier builds on the Wellington-Smythe family, hosting a gruesome gathering at Hemlock Hall.Clear story prompts encourage players' own terrible tales. Gloomier adds 14 new Guests and 6 new Stories — more of the best of Gloom! Misery and mysteries abound at Hemlock Hall, the imposing estate of Lord Wellington-Smythe and his eccentric family of misfits. When you’re invited inside for an evening’s entertainment, what could possibly go wrong? Gloomier: A Night at Hemlock Hall is a darkly humorous stand-alone competitive storytelling card game. To win, you make your characters suffer the greatest tragedies possible before passing on to the well-deserved respite of death. The player with the most negative score wins. Gloomier features transparent plastic cards, allowing a character’s score — and story — to evolve as cards are stacked on top of each other. You don’t need prior experience to play Gloomier, but Gloom fans will find that Gloomier expands the storytelling aspect of Gloom with specially designed story prompts. So come to Hemlock Hall, and see what delightful disaster awaits!
$62.00
2 in stock

COATL

The election of the Aztec High Priest is imminent. In order to prove their value and merit, the contenders engage in a race for prestige to win the favor of the gods. Will you be able to make the most beautiful sculptures of feathered snakes (called Cóatl) to stand out and gain access to the coveted title of High Priest?In Cóatl, players work to build the most beautiful and valuable serpents. The serpents, or Cóatl, are constructed with a head, a tail, and a number of body tiles, each made from chunky, colorful plastic. On a turn, players will either take tiles from the central board to their personal board, or work to construct one of their Cóatls with the different tiles they've collected.The Game end is triggered when one player finishes their third Cóatl. Players receive points for fulfilling objectives, and the one with the most is named the new High Priest!
$75.00
1 in stock

ARENA: FOR THE GODS

The gods recognized your feats on Earth and have chosen you: you’ll be pitted against the best in a clash of champions! To avoid having the event turn into a massacre, the game ends as soon as a Hero turns in his weapons (as soon as he has no more life points). The hero who put on the best show, who has the most life points, wins the game. He receives the ultimate prize: the title of Champion of the Gods! Arena: For the Gods! is a fun and strategic battle game in which you fight each other to honor and please the gods who are watching you! 2-4 players Ages 8 to adult 30 miniutes playing time
$70.00
1 in stock

KEY FLOW

The great river Key Flow passes through the new Key Lands, carrying ships laden with resources for building and trade. Along the riverside, buildings are built, boats are moored in docks, and animals graze in the fields. Players build communities alongside this river, and send workers (known as "keyples") to work in both their own and their neighbors' businesses, enabling their economy to develop and flourish. Key Flow is a card-driven game based on many of the ideas contained in the award-winning game Keyflower. The game flows quickly over four game rounds (seasons), allowing players to develop their own unique village, with many ways to score points for their buildings, animals, keyples, resources and other items. Key Flow is played over four seasons (rounds). Each season, players are dealt a number of cards. They then choose one of their cards and pass the remaining cards to the player on their left or right — depending on the season — until all the cards have been chosen. All scoring takes place at the end of winter. Points are scored from the village cards in various ways, through upgrading buildings, and from gathering gold. The player who scores the most points wins.
$100.00
1 in stock

SCYTHE

It is a time of unrest in 1920s Europa. The ashes from the first great war still darken the snow. The capitalistic city-state known simply as "The Factory," which fueled the war with heavily armored mechs, has closed its doors, drawing the attention of several nearby countries. Scythe (1-5 players, 115, minutes) is a board game set in an alternate-history 1920s period. It is a time of farming and war, broken hearts and rusted gears, innovation and valor. In Scythe, each player represents a fallen leader attempting to restore their honor and lead their faction to power in Eastern Europa. Players conquer territory, enlist new recruits, reap resources, gain villagers, build structures, and activate monstrous mechs. 1-5 Players Ages 12 to adult 2 hours playing time
$155.00
2 in stock

CURSED COURT

The intrigues and scandals of the realm's greater nobility are a subject of fixation, and even obsession, for the entire kingdom. Most especially for the minor nobility, whose fortunes can be elevated — or shattered — by what happens at court. In Cursed Court, you must consider both public and hidden information, some of the latter shared among different pairs of players, when wagering your limited influence in each season of the year. As the machinations of the nine key nobles are progressively revealed, your fortunes rise and fall. After three years, a winner is crowned. 2-6 Players30-60 minutes playing timeAges 12 to adult 9781589781801
$95.00
2 in stock