
Saboteur 2
The second Paradigm Infinitum production!
In this expansion to Saboteur by Frederic Moyersoen, you do more than just dig for gold, or attempt to foil those digging. You can now take on new Roles, and new Action and Path cards can help or hinder you in your quest.
Most Dwarves still seek those precious gold nuggets by working the mines, but now they are split into two crews, the Blue Crew and the Green Crew, who have no problems jumping each others’ claims with alarming regularity.
As before, the Miners want to dig towards the treasure, and the Saboteurs want to stop them, but now some new Dwarves have entered the mines: the Shift Boss, the Slacker, and the Gem Hunter.
There are also new paths to dig, with doors, bridges, and quartz crystals, and new actions to take, including thieving, jailing, and role swapping! As in the original Saboteur, Dwarves may change roles after each round (and now sometimes within a round!), so no one is ever sure of who is after what!
Each turn, a player lays down a Path card to dig from the Start card toward one of the Finish cards (or potentially away, if a Saboteur) or plays an Action card to help or hinder someone. If the Miners manage to find the gold hidden under one of the Finish cards, then the Miners share the loot found there; if the gold can’t be reached, the Saboteurs profit instead. The Dwarf with the most gold after three rounds is the grand winner!
The original Saboteur allowed 3-10 players, while Saboteur 2 handles 2-12 players, for those more intimate games of Dwarven mining.
Requires the original Saboteur to play.
2-12 Players, Age 8+, 30+ Mins
Amoeba: S$17.91
Regular: S$19.90
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Dust Warfare
The year is 1947, and World War II still rages, fueled by the discovery of alien technology. The world’s superpowers have developed unprecedented weaponry, including lasers, phaser cannons, and massive combat walkers. These war machines stride across the battlefield, protected by their heavy armor, and devastate enemy troops with their fearsome cannons.
Dust Warfare players assume the roles of generals, each commanding a custom-built army of squads, walkers, and heroes. Draw upon Axis might or Allied versatility as you wage ferocious battles for control of the rare ore, VK, needed to fuel the most powerful of the superpowers’ weapons.
Dust Warfare players build armies from the exact same set of miniatures as Dust Tactics. This means that if you already own a Dust Tactics army, all you need is the Dust Warfare rulebook. All the stunning Dust Tactics miniatures will be useable for Dust Warfare immediately upon its release, and as both games go forward, they will continue to draw from the same wealth of fantastically detailed miniatures.
Current fans of Dust Tactics will recognize the furious combat, strategic scenarios, and gorgeous miniatures. Players new to the world of Dust are in for a treat.
Dust Tactics introduced rules for fast, intense combats featuring combat walkers, bazookas, flamethrowers, and lasers. Dust Warfare builds upon the board game’s rules and strengths to offer players an exciting new game experience with the tactical and strategic challenges of a tabletop miniatures game.
2-4 Players, Age 14+, 120+ Mins
Amoeba: S$53.91
Regular: S$59.90
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Warhammer Fantasy RPG: Hero’s Call
“Despite my reputation, I am not a heartless man. I often struggle to reconcile what must be done with my sympathies for those accursed by the taint of Chaos. The day I consigned my own sister to the flames was especially hard. She didn’t ask to be tainted… but tainted she was.” – Witch Hunter Captain Leopold
The Old World is a place of constant war, and the unending battles take their tolls. Still, there are those rare individuals who continually apply themselves to improving their talents and accomplishing their goals. They let nothing stand between them and their terms for success, no matter how mammoth the opposition may be. These few, exceptional individuals rise to become the Old World’s great powers, generals of armies, wizard lords, and arch lectors… Are you ready to answer the Hero’s Call?
Hero’s Call provides your heroes with tremendous new ammunition to face the challenges before them: 12 new high-powered careers, 12 regional options for men and dwarfs from outside Reikland, two new player races, action cards for each new trait, and–for the first time ever–new spells and blessings for Ranks 4 and 5. It’s a good thing, too, that your characters will gain greater power than ever before because Hero’s Call also explores the daily challenges of the Old World’s greatest heroes, including the Epic Threats they must face.
With new rules for characters of Rank 4 and 5, players will be able to attain power most mortals have never tasted–provided your characters can survive the challenges that await them.
At long last, wizards and priests can further their mystical mastery beyond Rank 3. As they make choices about which path to pursue in their profession at Rank 4, the powerful new spells and blessings they wield provide them fantastic new options in battles.
But players aren’t the only ones who will gain untold power in Hero’s Call! Powerful new adversaries lurk within the supplement’s pages, with notable adversaries such as Archaon the Everchosen presented with special rules and guidelines for inclusion in your campaign. Additionally, other powerful creatures await adventuring heroes, and Epic Threat sheets allow you to boost standard creatures into elite adversaries.
The paradigm shifts for the high and mighty, and Hero’s Call presents several adventure seeds and features a complete adventure, The Art of Waaagh!, specially tailored to meet the interests of heroes who have seen it all.
Get ready to wield powers of which few within the Old World have ever dreamt. Get ready to brave dangers that only the greatest heroes can withstand. Get ready to answer the Hero’s Call!
Age 12+, 120+ Mins
Amoeba: S$86.31
Regular: S$95.90
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Warhammer Invasion LCG: Rising Dawn
“Ultimately we shall win the war. Every head hewn from neck, every drop of blood spilt, makes Khorne stronger regardless of whom it is that dies in the dirt. You cannot win, for to fight us is to give us power.” – Khagras, Horselord of Khorne
Sweeping down from the icy north, marauder horsemen range ahead of the main Chaos army to flank their opponents, cutting off both support and escape. These fierce warriors are often the first to blood their blades in battle, and even the most able of the Old World’s horsemen find it difficult to match their speed and mobility.
Now, the Rising Dawn approaches, along with the increased rewards for questing The Bloodquest Cycle promises to bring to Warhammer: Invasion LCG. But what the other races build up, the minions of Chaos can tear down. Accordingly, their Mounted Marauders ride ahead of the main hordes to cut off enemy support. When your Mounted Marauders survive any attack they launch against an opponent’s capital, your opponent must sacrifice a support card or a quest from the attacked zone.
Mounted Marauders are the first card in Warhammer: Invasion that can force the sacrifice of a quest card. And the forces of Chaos couldn’t dream of a better time for them to charge into action.
Already, the top decks at the World and European Championships have made great use of quests, respectively building around Offering to Hekarti and Ancient Debts Repaid. But in the coming months, The Bloodquest Cycle promises to introduce strong material rewards for questing, and it’s likely we’ll see powerful quests like Heroic Task forming the backbone of decks for every faction, not just the Dark Elves and Dwarfs.
Thus, Chaos responds by sending the Mounted Marauders to hunt down questing units and, better yet, burn quests to ash. It’s true that your opponent may choose to sacrifice a support card in the zone rather than sacrifice his quest, but in order to make that choice, he’d have to have the support card.
The best recourse your opponent has, of course, is to destroy the Marauders. They only force the sacrifice of a support card or quest if they survive their assault. However, Chaos has plenty of tricks to deal with would-be defenders. With Seduced by Darkness, the Sorcerer of Tzeentch, and other cards, the armies of Chaos possess some of the game’s greatest unit control.
The Mounted Marauders charge forward with the Rising Dawn. Look for these warriors to arrive soon to the field of battle and help Chaos more fully destroy everything the forces of Order would create.
2 Players, Age 13+, 45+ Mins
Amoeba: S$21.51
Regular: S$23.90
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Fantasy Flight Deck Boxes
Find the perfect storage for cards from your favorite LCG or other game with the Fantasy Flight Games Deck Box. This boldly-colored container is made of sturdy polypropelene plastic and safely holds up to 100 sleeved cards. A smaller, detachable compartment fits snugly underneath to secure all your necessary tokens and dice.
You can add greater personality to any Fantasy Flight Supply Deck Box, by making use of its removable clear front plate. You can use the space behind this front plate to proudly display your favorite card or to associate your deck box with a specific game by showing any card back. This means your Deck Box is not only sturdy, but also stylish!
The Fantasy Flight Supply Deck Box comes in five solid colors: red, blue, green, black, and white.
- Safely stores up to 100 sleeved cards
- Removable clear front plate can hold and display your favorite card
- Detachable under box secures your tokens with your cards
- Made of sturdy polypropelene plastic
- Choose from five bold colors: red, blue, green, black, and white
Age 8+, X+ Mins
Amoeba: S$15.21 each
Regular: S$16.90 each
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A Game of Thrones: Brotherhood Without Banners Cycle Re-Releases
The Brotherhood without Banners live as outlaws and loyalists, supporting the name of the “true” king, Robert Baratheon. Melisandre of Asshai, meanwhile, has worked her way into the confidence of his brother, Stannis. Under her sway, a new, fanatical sect of zealots has risen to power within the fractured ranks of House Baratheon.
Across the sea, the Dothraki horde gathers in support of the exiled Queen they would see on the Throne. A new era of factions and sub-factions has arrived in Westeros.
Requires the A Game of Thrones LCG: Core Set to play.
2-4 Players, Age 13+, 60+ Mins
Amoeba: S$21.51 each
Regular: S$23.90 each
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