In 2Can, players must trade their cards wisely to end up with the lowest score — even if they don't know the values of the cards they're trading.
Is it worth it to trade without knowing, or should ...
2GM Pacific is a tabletop wargame that allows you to recreate epic battles between the United States and the Empire of Japan in the Pacific Ocean Theatre of World War II.
2GM Pacific is a standalon...
2GM Tactics is a full-fledged strategy card war-game where units are represented by cards and you’ll be in command of your army. You’ll have to build your deck to achieve the goals you’ve been task...
Add allies to your 2GM TWG game.
This expansion includes unit cards from various other nations that actively participated in World War II, to join the Allied or Axis armies
The goal is simple: create increasingly higher 2-digit numbers! Each turn, pass a card to the player on your left then lay down a 2-digit number! Draw more cards if you have the highest number, sh...
Once upon a time, there was a magical book of fairy tales that had three chapters. You will now live through that book in 3 Chapters, a trick-taking game with three game phases:
• Chapter 1: Start ...
3 Laws of Robotics is a lively deduction game for 4-8 players in which you know everyone's information except your own!
Each round, you ask a single question to try to figure out who is on your sid...
The circus has come to town! Under the tent, jugglers, clowns, magicians, strongmen and wild beasts capture the curiosity of a dedicated audience that applauds non-stop. After each performance, you...
In 3 Secrets: Crime Time, you are detectives who are traveling in time and struggling with unsolved cases. The goal of the game is to unravel the three secrets of an unresolved case before time run...
War is upon you. The major houses have all but forgotten you, yet your neighboring rivals have not. Be wary lest your enemies — and the crushing despair of war — destroy you once and for all!
3 Yea...
"The Traveler brought much change to our small frontier town in the last five years. He showed us marvels beyond imagination and taught us how to use his strange machines. Now that the Traveler has...
Hand-crafted, solid wooden classic games provide quality keepsakes at an affordable price. Includes everything needed to play Chess, Checkers, and Backgammon. Game boards are 12” wide. Solid wooden...
300-Point Modern Pulp Win-a-Brick
HeroClix
HeroClix Pulp Tournament
2024-07-23
18:00:00
Hosted by Isle / Aaron
Entry fee: $25 ($23 + Tax). Modern Pulp rules in effect. All figures considered un...
Business is booming in Graystone Gulch! The hidden potential of the Traveler’s technology has been unlocked, making his gadgets more valuable than ever before.
This expansion delivers exciting new ...
In 500 BC, Ionia rebelled against Persia's rule and Greece supported it. With this "foreign interference" as an excuse, the Persian empire decided to invade Greece. In 492 BC the Persian forces att...
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. '