Search

Search Criteria

 
 
 
 

Products meeting the search criteria

Sort By:  
(W) Joshua Williamson (A) Nick Derington (CA) Andy Kubert In the aftermath of "The Infected," Batman and Superman create new measures to prevent hidden and dangerous super-villain plots in the future. Using new technology to track villains throughout the DC Universe, the Dark Knight and the Man of Steel are startled to discover that General Zod has returned to Earth-and that his new target is...Ra's al Ghul! What is Zod's plan, and what does it have to do with the destroyed bottle city of Kandor? Find out in the first chapter of a two-part epic featuring the work of artist Nick Derington!
$4.99
(W) Tom Taylor (A) Fernando Blanco (CA) Joshua Middleton In the dead of winter, a child has gone missing from the Martha Wayne Orphanage in Gotham City...and the bearer of the Wayne family name is on the case. But to solve this mystery, Batman must turn to another bearer of the Wayne family name, his estranged son Damian, to hit the night skies as Batman and Robin once more. Can father and son put aside their differences to rescue the missing Miguel Flores? And what other dark turn is in store for the duo on their journey into the night? Don't miss this special tale by guest writer Tom Taylor!
$4.99
1993 MARVEL MASTERPPIECES SEALED BOX. 36PKS/6 CARDS PER PACK.
$40.00
Work hard, earn more than your opponent and become the official merchant of the Maharaja. At the beginning of the game, three camel cards and two merchandise cards are on the table between the players, who already have five cards in hand. On your turn, you can take some cards or sell some. Each time that you take cards, you can take one or more, however if you decide to take more, then you will have to trade in the same amount of cards from your hand that you take. If you decide to take all camel cards, then they can be used later to trade. You can sell all the merchandise that you want, as long as they are all the same type. For each sale, you will receive tokens with various point values. At the end of the game, the player who has the majority of the camels also wins points. At the end of each round, the richest merchant will receive a Seal of Excellence. The first player who receives two of the seals, wins the game. Ages 10+
$24.99
Masterful Cheerleading: The World of Three Cheers for Master Master is unhappy, and when he's unhappy, someone dies. You don't want it to be you. You and the other foreminions hatch a plan. Cheer him up with a cheerleading competition! There's just one problem…the minions keep killing each other. A Tower of Minions: Gameplay Basics In Three Cheers for Master, each player works to build a tower of minions to impress Master and avoid certain death. There's just one problem — the minions won't stop fighting! Some minions attack. Others have shields. Still more have special abilities, like heavy minions that crush anyone underneath them, or flying minions who don't fall when those underneath them are taken out. Plan your tower carefully to keep your minions alive, and play on your opponents' towers and watch them fall. (Maniacal laughter is optional.) Who can build the best tower and avoid Master's wrath? Find out in Three Cheers for Master!
$19.95
Everything Goes Sideways: What is Never Bring a Knife? It was the critical moment in the heist of a lifetime when you found out the gang was compromised. Now it’s undercover cops and hardened criminals in a desperate shootout…and no one knows who’s who. As bullets fly, your job is simple but dangerous as hell: Find out who’s on your team by figuring out who’s shooting who, keep your head down to avoid catching a bullet, and don’t tip your hand no matter what side you’re on. If you love misdirection, fast gameplay, and modern action movies this is the game for you. Ten Thousand Bullets and Duffel Bags Full of Money: Gameplay Basics In Never Bring a Knife, everyone gets a secret role: Hardened Criminal or Undercover Cop. Everyone also knows one other player’s role. Each round, players take turns until everyone has played four cards, and everyone has had four cards played on them. Guns deal wounds (but only when they come in pairs), Armor cancels Guns, Intel can check hidden roles, and more. And every round, Money talks — you can spend yours to gather info and heal wounds. Any player with three wounds at the end of a round falls. If that happens, the game ends. Everyone on that team loses, and their opponents win. So you can’t win without protecting your friends, and your opponents are only as strong as their weakest link.
$17.95
The island city of R'lyeh is full of horrors. Profane idols, ominous dreams, and voodoo rites await its visitors. Underneath the city, great Cthulhu lies dreaming of rising soon… Try to escape the city of R'lyeh in this tight, tense hand-management game based on the short story "The Call of Cthulhu" by HP Lovecraft. No One Wins in Lovecraft's World: Gameplay Basics In Lost in R'lyeh, players race to play all of their escape cards and leave the island city before Cthulhu awakens. First, the players must deplete the draw pile and empty their hands. But beware! Sets and event cards trigger special effects that can change the tide of the game. Once players have emptied their hands, they can begin to play escape cards, ending with their ultimate escape! The last person remaining on the island meets a tragic end, losing the game. Can you escape R'lyeh?
$14.95
Get ready to scream! Wonder Woman roars across the horrifying Dark Multiverse landscape in the world's most demented monster truck, with Swamp Thing riding shotgun! The two arrive at the ghoulish cemetery base of Batman and his army of zombies, but can the former friends stand each other long enough to form a plan and take back the planet? Plus, what's Lobo doing in space? Don't miss the second chapter of the wildest ride in the DC Universe, from the epic team of writer Scott Snyder and artist Greg Capullo!
$4.99
BATMAN SUPERMAN #7 CARD STOCK ANDY KUBERT VAR (Comics)
(W) Joshua Williamson (A) Nick Derington (CA) Andy Kubert In the aftermath of "The Infected," Batman and Superman create new measures to prevent hidden and dangerous super-villain plots in the future. Using new technology to track villains throughout the DC Universe, the Dark Knight and the Man of Steel are startled to discover that General Zod has returned to Earth-and that his new target is...Ra's al Ghul! What is Zod's plan, and what does it have to do with the destroyed bottle city of Kandor? Find out in the first chapter of a two-part epic featuring the work of artist Nick Derington!
$4.99
DETECTIVE COMICS #1017 CARD STOCK VAR (Comics)
(W) Tom Taylor (A) Fernando Blanco (CA) Joshua Middleton In the dead of winter, a child has gone missing from the Martha Wayne Orphanage in Gotham City...and the bearer of the Wayne family name is on the case. But to solve this mystery, Batman must turn to another bearer of the Wayne family name, his estranged son Damian, to hit the night skies as Batman and Robin once more. Can father and son put aside their differences to rescue the missing Miguel Flores? And what other dark turn is in store for the duo on their journey into the night? Don't miss this special tale by guest writer Tom Taylor!
$4.99
1993 Marvel Masterpieces Trading Cards (Factory Sealed) (Trading Cards)
1993 MARVEL MASTERPPIECES SEALED BOX. 36PKS/6 CARDS PER PACK.
$40.00
Jaipur (Card Game)
Work hard, earn more than your opponent and become the official merchant of the Maharaja. At the beginning of the game, three camel cards and two merchandise cards are on the table between the players, who already have five cards in hand. On your turn, you can take some cards or sell some. Each time that you take cards, you can take one or more, however if you decide to take more, then you will have to trade in the same amount of cards from your hand that you take. If you decide to take all camel cards, then they can be used later to trade. You can sell all the merchandise that you want, as long as they are all the same type. For each sale, you will receive tokens with various point values. At the end of the game, the player who has the majority of the camels also wins points. At the end of each round, the richest merchant will receive a Seal of Excellence. The first player who receives two of the seals, wins the game. Ages 10+
$24.99
Three Cheers for Master (Card Game)
Masterful Cheerleading: The World of Three Cheers for Master Master is unhappy, and when he's unhappy, someone dies. You don't want it to be you. You and the other foreminions hatch a plan. Cheer him up with a cheerleading competition! There's just one problem…the minions keep killing each other. A Tower of Minions: Gameplay Basics In Three Cheers for Master, each player works to build a tower of minions to impress Master and avoid certain death. There's just one problem — the minions won't stop fighting! Some minions attack. Others have shields. Still more have special abilities, like heavy minions that crush anyone underneath them, or flying minions who don't fall when those underneath them are taken out. Plan your tower carefully to keep your minions alive, and play on your opponents' towers and watch them fall. (Maniacal laughter is optional.) Who can build the best tower and avoid Master's wrath? Find out in Three Cheers for Master!
$19.95
Never Bring a Knife (Card Game)
Everything Goes Sideways: What is Never Bring a Knife? It was the critical moment in the heist of a lifetime when you found out the gang was compromised. Now it’s undercover cops and hardened criminals in a desperate shootout…and no one knows who’s who. As bullets fly, your job is simple but dangerous as hell: Find out who’s on your team by figuring out who’s shooting who, keep your head down to avoid catching a bullet, and don’t tip your hand no matter what side you’re on. If you love misdirection, fast gameplay, and modern action movies this is the game for you. Ten Thousand Bullets and Duffel Bags Full of Money: Gameplay Basics In Never Bring a Knife, everyone gets a secret role: Hardened Criminal or Undercover Cop. Everyone also knows one other player’s role. Each round, players take turns until everyone has played four cards, and everyone has had four cards played on them. Guns deal wounds (but only when they come in pairs), Armor cancels Guns, Intel can check hidden roles, and more. And every round, Money talks — you can spend yours to gather info and heal wounds. Any player with three wounds at the end of a round falls. If that happens, the game ends. Everyone on that team loses, and their opponents win. So you can’t win without protecting your friends, and your opponents are only as strong as their weakest link.
$17.95
Lost in R'lyeh (Card Game)
The island city of R'lyeh is full of horrors. Profane idols, ominous dreams, and voodoo rites await its visitors. Underneath the city, great Cthulhu lies dreaming of rising soon… Try to escape the city of R'lyeh in this tight, tense hand-management game based on the short story "The Call of Cthulhu" by HP Lovecraft. No One Wins in Lovecraft's World: Gameplay Basics In Lost in R'lyeh, players race to play all of their escape cards and leave the island city before Cthulhu awakens. First, the players must deplete the draw pile and empty their hands. But beware! Sets and event cards trigger special effects that can change the tide of the game. Once players have emptied their hands, they can begin to play escape cards, ending with their ultimate escape! The last person remaining on the island meets a tragic end, losing the game. Can you escape R'lyeh?
$14.95
Dark Nights Death Metal #2 (Cover A Regular Greg Capullo & Jonathan Glapion Card Stock Foil Cover) (Comics)
Get ready to scream! Wonder Woman roars across the horrifying Dark Multiverse landscape in the world's most demented monster truck, with Swamp Thing riding shotgun! The two arrive at the ghoulish cemetery base of Batman and his army of zombies, but can the former friends stand each other long enough to form a plan and take back the planet? Plus, what's Lobo doing in space? Don't miss the second chapter of the wildest ride in the DC Universe, from the epic team of writer Scott Snyder and artist Greg Capullo!
$4.99
Per Page      1 - 9 of 9
  • 1