Adeptus Titanicus is reborn for a new age! Fight titanic tactical battles in the Horus Heresy with a brand new system. Master a new range of plastic Imperial Knights and Titans, customise your maniples and fight in an advanced system simulating the unique nature of these apocalyptic clashes in thrilling and thematic detail. And this is only the start...

 Adeptus Titanicus02

The Grand Master Edition

A jam-packed boxed set containing all the rules, models and accessories you need to play Adeptus Titanicus

Adeptus Titanicus03 Fulfil your dreams of owning one of the Imperium's largest and most iconic war machines. This incredibly detailed, fully posable plastic kit creates a miniature Warlord Battle Titan – a stunning model to display, a joy to paint, and the start of your Legio maniple for games of Adeptus Titanicus.
Adeptus Titanicus04 Support your Titans with this triple pack of multipart, plastic Imperial Knights, rescaled for Adeptus Titanicus and capable of wielding a variety of weapons for all your tactical needs. 
Adeptus Titanicus05 More than just a rulebook, the Adeptus Titanicus: The Horus Heresy Rules Set collects all sorts of gaming essentials for your titanic battles, with Command Terminals, dice, tokens and weapon cards to arm your maniple.

Now available, Topiary!

Topiary - Available Now!

It’s a fabulously sunny day – the perfect occasion for folks to visit the new topiary garden on the outskirts of town! Nothing spells a relaxing weekend like enjoying sculptures created with the assistance of nature herself.


RGS 00599

RGS 00599 – CAN


2-4 players

15-30 minutes

Ages 10+

The garden can get quite crowded at times, though, so it’s up to you to make sure your visitors have a good experience with these beautiful botanicals. You’ll want to place your visitors in the best positions along the outer edge of the garden and rearrange the sculptures strategically to give your visitors the most spectacular view of the landscape!


The Withered Heath Is Now Available.

“That, of course, is the dangerous part about caves: you don’t know how far they go back, sometimes, or where a passage behind may lead to, or what is waiting for you inside.”
   –J.R.R. Tolkien, The Hobbit

After days of traveling across the barren lands between the Iron Hills and the Ered Mithrin, your destination is finally within reach. You seek a giant Dragon that could threaten the whole of Wilderland, and you have just discovered tracks leading to the cold heights of the Grey Mountains. There is no turning back now. The Withered Heath, the first Adventure Pack in the Ered Mithrin Cycle for The Lord of the Rings: The Card Game, is now available, you can get your today in our shop!

In The Withered Heath, you’ll find a new Tactics hero along with other men of Dale and Beornings ready to accompany you beyond the Edge of the Wild. You’ll need all the assistance they can offer if you’re to complete your mission and secure the safety of all Rhovanion. The Cold-drake you seek will not forfeit its life easily and you must locate it before you can destroy it. But the frosty heights of the Grey Mountains may prove to be an even more formidable opponent. You must steel yourself for the road ahead and see your mission through to the end. 

Heart of the Elders Is Now Available for Arkham Horror: The Card Game.

“Never go nere that mound it is part of some kind of a world so devilish and old it cannot be spoke about me and Walker went and was took into the thing just melted at times and made up agen and the whole world outside is helpless alongside of what they can do.”
   –Letter from Ed Clay, “The Mound”

You first journeyed into the rainforests of southern Mexico in pursuit of truth. But your misguided expedition placed the entire world in danger. Now, you must return to the shadows of the forest to undo your error and restore the natural order before the sands of the hourglass run out. Heart of the Elders, the third Mythos Pack in The Forgotten Age cycle of Arkham Horror: The Card Game, is on sale now in our shop today!

Puzzle of the Pillars

After your investigation in The Boundary Beyond, you and your team embark on a new expedition in the heart of the jungle. But this time, your mission is not one of discovery, but one of amendment. Your naïve mistake has placed the entire Earth in peril, and you must set it right. Now, you find yourself at the mouth of a cavern, surrounded by uncharted wilderness as the rainforest sings a maddening melody all around. Every insect’s chirp and serpent’s hiss fills you with dread, knowing that this far from civilization, one wrong step may be your last.

Six pillars stand around the entrance to the cavern, each carved with a series of hieroglyphs that almost seem to morph in a strange, intricate pattern. Placing your hand on the stones causes the carving to glow, and if you twist them, the patterns shift and change. The pillars’ purpose is unclear, and the markings don’t match anything that you have seen before. Your best hope may be to search the surrounding area—perhaps there are other glyphs in the rainforest that can offer some clue to the puzzle before you.

Should you solve the riddle of the pillars, your investigation will lead you beneath the shell of the Earth. As the first Mythos Pack to feature a two-part scenario, Heart of the Elders challenges you with the opposing demands of the jungle and the cavern. Navigating the dense forest underbrush requires you to stay agile, able to evade any dangers that jump in your path. Here, even the most inconspicuous nuisance can turn hazardous, with troubles like swarming Ants! (Heart of the Elders, 221). If you're not quick enough, you may find yourself dropping valuable cards or even leaving something (or someone) behind in your struggle to escape.

Meanwhile, in the ancient tunnels you may find that a simple misstep can cause a cave-in, meaning that there can be No Turning Back (Heart of the Elders, 228). But there are some dangers that haunt you regardless of where you explore. Should you encounter a Pitfall (Heart of the Elders, 215), you may attempt to jump the gap. Or perhaps you will take the rare opportunity to leave this treachery for later, shuffling it into the exploration deck. While this may be a favorable option for investigators like Leo Anderson (The Forgotten Age, 1) who are not light on their feet, leaving such a Trap for others to stumble upon is not likely to win you the affection of your fellow team members.

Take Heart

As you head deeper into the heart of the jungle, you will need to draw upon the strength within yourself if you wish to continue your expedition and see your home again. When you face unknowable terrors that push men to the brink of madness, you have no choice but to stand in Defiance (Heart of the Elders, 198) and dare any to challenge you. By using this new skill card, you can ignore the effects of all chaos tokens with scenario-specific effects! If you have the base skill level necessary to pass the test, this Defiance may give you the push you need to suceed or escape from an abrupt and tragic end.

Beyond this open opposition of fate, if you have the soul of a survivor you may find the courage to Take Heart (Heart of the Elders, 201) during any type of test, whether it's a particularly difficult treachery or a fight that you cannot hope to win. With this skill at your side, you'll draw two cards and gain two resources if your test fails, bolstering your spirits for the trials ahead. But perhaps the greatest strength that humans possess is the ability to learn from their mistakes. If you play Live and Learn (Heart of the Elders, 200), you can immediately attempt a failed test again, raising your skill along the way. While it may be easier to just surrender to the power of the jungle and end your mission, you have come too far to give up now.

Heart of Darkness

You placed Arkham and the rest of the world in the path of great peril, and only you can set it right. Accept the task before you and move forward into the unknown. The call of the jungle will not be denied—are you prepared to face the trials of Heart of the Elders?

Pick up your copy of Heart of the Elders (AHC22) in our shop today!

Cyphers and Masks Is Now Available for Star Wars: Age of Rebellion!

“We've all done terrible things on behalf of the Rebellion. Spies, saboteurs, assassins. Everything I did, I did for the Rebellion.”
–Cassian Andor, Rogue One: A Star Wars Story

The Alliance to Restore the Republic—more commonly known as the Rebel Alliance—is known for its military tactics, like lightning-fast attacks on Imperial convoys, and its more diplomatic approaches, such as convincing a planetary government to shelter Rebel cells. But there is another war being waged in secret, a shadow war that most citizens of the galaxy never see or recognize. Now, you have the chance to enter this world for yourself as you fight for the Rebel Alliance in the Age of Rebellion roleplaying game.

Cyphers and Masks, a sourcebook for Spies, is now available at our shop!

With three brand-new specializations to push your Spies into new territory, new species that are suited for subterfuge, and an arsenal of easily concealable gear and weapons, Cyphers and Masks offers enough new tools for customizing your character to fulfill any Spy’s dreams. Of course, the Game Master isn’t left out either. An entire chapter of the book is devoted to new resources for the Game Master, with suggestions for running an espionage-focused game, expanded rules for slicing, and other tools.