MtG: 2014 Core Set Full View Side Load Deck Box
$2.99 SRP
Each year brings an exciting new release of the Magic: The Gathering Core Set. Brand new cards are introduced, a few favorites return, and the Standard tournament environment is invigorated with fresh ideas for decks. The Magic: The Gathering 2014 Core Set offers impressive cards for Magic players of all experience levels and Ultra PRO can provide your set with the protection and style it deserves. Displaying some of the artwork from the 2014 Core Set, your game play is sure to create a spark even Chandra could appreciate.
$50.00 SRP
The Capo is getting old and about to retire. You think maybe it’s time for you to make your moves from behind the scenes, to put the gangsters into play that support your goals. Among the five families, power plays, backstabbing, whacks, and broken promises are just business as usual, it’s “nothing personal.” Will you gain the most respect among them all or end up at the bottom of the river, sleepin’ with da’ fishes?
In Nothing Personal, players control the five families of organized crime and use their influence over gangsters in the chain of command to work the mobsters they control up to the office of Capo. Players attempt to gain the most respect in five turns (five years) by amassing respect amongst the mafia through influence, negotiation, blackmail and bribery to move themselves up the pyramid of mob power, or, if they fail, end up delivered to the Feds or worse.
3-5 players
Ages 13+
Ascension: Darkness Unleashed Expansion
$29.99 SRP
New Energize cards, including Heroes and Constructs that transform into even more powerful forms!
Harness the power of Dark Energy Shards, a new take on the Treasure cards introduced in Ascension: Rise of Vigil!
Playable as a stand-alone 2-player game, or combine with Ascension: Rise of Virgil for an expanded game with up to 6 players!
Contains:
196 Cards
30 Deluxe Honor Tokens
Full Color Rulebook
Storage Tray
$12.99 SRP
In Spy Alley Dice, each player becomes a spy for their given country. Players roll the dice for a chance to guess their opponents identities. If a player rolls 3 of a kind, they may take a guess of any player as the spy that is on the three dice. If a player rolls five of a kind, they may either guess a player as any spy, or they may take a big chance and try to accomplish their mission. To accomplish their mission, the player that rolled the 5 of a kind must ask each player in a clockwise manner if they want to guess him as the spy identity on the dice. If no player is willing to make a guess and the player is the spy on the dice, that player has accomplished his mission and wins the game. Otherwise, the last player remaining in the game is the winner.
Contains:
5 Spy Alley Dice
6 Identification Cards
1 Carrying bag
2-6 players
Ages: 8+