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 won...
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 devel...
In the halls of the Senate, decisions which shape the destiny of a civilization are made... and in the dark corridors of these same halls, conspirators work to further their own interests. This new...
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 h...
Add the 7 Wonders: Armada expansion to your games of 7 Wonders for an all-new way to play! This expansions adds quick gameplay (each game takes roughly 40 minutes start to finish), while new Naval ...
The 7 Wonders: Cities expansion introduces new City cards to all three Ages of 7 Wonders!
These cards bring Embassies, Gambling Dens, Mercenaries, Torture Chambers, and more to your city. They also...
At the heart of your city, exceptional men and women inspire your people and carry your civilization to its acme. Choose them carefully and they will contribute to your greatness. Neglect them and ...
As the name suggests, 7 Wonders: Wonder Pack includes new wonders for use with the7 Wonders base game, with the wonders in question being:
The Great Wall of China, with the owner being able to bui...
In one of his sillier games, Karl-Heinz Schmiel casts the players as semi-psychotic cooks attempting to hone their culinary skills. Each player receives a miniature pan and a hotplate. Then each tu...
This beautiful and functional board has room for two teams of large marbles. Players take turns pushing the marbles around the board, with the goal of pushing six of the opposing player's marbles o...
Ã? The Abyss power is once again vacant so the time has come to get your hands on the throne and its privileges. Use all of your cunning to win or buy votes in the Council. Recruit the most influe...
The Smugglers Guild settled in the heart of the giant sea creatures cemetery, in the darkest depths of the Deep kingdom. In this disconcerting necropolis, with the help of mysterious Krakens, repre...
You've just found a mine filled with precious energy crystals! Precisely those you use for your daily magic. The problem here is that you've also stumbled onto a horde of monsters! And to make thin...
Darjeeling is a town and a municipality in the Indian state of West Bengal. It is located in the Lesser Himalayas and is noted for its tea industry, the spectacular views of Kangchenjunga, the worl...
Ankh'or is a quick-playing resource management game in which each player on their turn either collects three types of tokens (with an ankh being a supplemental resource) or buys a tile from a marke...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '