Vendor: Leder Games
Type: Board Games
Price:
91.44
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 1-6 |
Playtime | 45-150 mins |
Suggested Age | 10 and up |
Includes
- Oath: New Foundations
- Oath: Clockwork Adversaries
- Denizen Deck
- Deluxe Components II
Return to the world of Oath with the New Foundations expansion. Develop your family’s lineage through quests and intrigues, construct an empire that can withstand the torrents of a fallen world, and shape the very foundations of the game in your own image. New and experienced players will find hundreds of new cards and fascinating new systems that help make every chronicle be as unique as the players writing it.
—description from the publisher
Vendor: Leder Games
Type: Board Games
Price:
40.64
Vendor: Leder Games
Type: Board Games
Price:
50.80
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 1-6 |
Playtime | 45-150 mins |
Suggested Age | 10 and up |
Includes
- Oath: New Foundations
- Denizen Deck
- Deluxe Components II
Return to the world of Oath with the New Foundations expansion. Develop your family’s lineage through quests and intrigues, construct an empire that can withstand the torrents of a fallen world, and shape the very foundations of the game in your own image. New and experienced players will find hundreds of new cards and fascinating new systems that help make every chronicle be as unique as the players writing it.
—description from the publisher
Vendor: Leder Games
Type: Board Games
Price:
101.60
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 2-4 |
Suggested Age | 14 and up |
Expansion For |
Arcs (Base Game) |
Expansion |
Arcs: Leaders and Lore Pack |
ETA Q4 2024
By adding the Blighted Reach Campaign Expansion, you can also play Arcs in an innovative micro-campaign, where each game is one episode in an epic trilogy that stretches across an even larger galaxy.
Everyone begins as petty regents in a dying empire, but your fates quickly diverge. The campaign contains twenty-four fate seeds, each with tons of branches, twists, and turns. Uncover lost knowledge, guide your people to a new home, or forge a galactic confederation!
As you complete objectives and make critical decisions, the campaign grows and changes. If you destroy a world, its refugees might flood the galaxy in your next game. If you find your society driven to a state of collapse, you can even abandon your homeworld and play the next game operating out of a lone flagship.
Each game in the campaign takes less than two hours to play. You can sit down for a single skirmish and then pack up for another day, or settle in for an epic three-act saga! Just make sure to stretch and drink some water between games.
—description from the publisher
Vendor: Leder Games
Type: Board Games
Price:
15.24
Designer |
Cole Wehrle Joshua Yearsley |
Publisher | Leder Games |
Players | 2-4 |
Playtime | 60-120 mins |
Suggested Age | 14 and up |
Expansion For |
Arcs (Base Game) Arcs: Blighted Reach Campaign Expansion |
ETA Q4 2024
Explore unique, tricky strategies in the Arcs base game with new Leaders, and add wild twists to both the Arcs base and campaign games with new Lore.
—description form the publisher
Vendor: Leder Games
Type: Board Games
Price:
198.12
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 3-4 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
INCLUDES:
In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.
Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.
Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.
Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.
The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode.
Vendor: Leder Games
Type: Board Games
Price:
177.80
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 3-4 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
ETA Q4 2024
INCLUDES:
In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.
Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.
Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.
Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.
The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode.
Vendor: Leder Games
Type: Board Games
Price:
60.96
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 2-4 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
Expansions |
Arcs: Blighted Reach Campaign Expansion Arcs: Leaders and Lore Pack |
ETA Q4 2024
In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.
Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.
Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.
Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.
The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode.
Vendor: Leder Games
Type: Board Games
Price:
76.20
Designer |
Cole Wehrle |
Publisher | Leder Games |
Players | 3-4 |
Playtime | 60-90 mins |
Suggested Age | 14 and up |
ETA Q4 2024
INCLUDES:
In Arcs, 3-4 players guide their factions through a fast-playing space opera that unfolds over a trio of 60-90 minute sessions. The game opens in the final days of a decaying empire. Players take the role of the last regents of a once proud state that stretched to the farthest worlds of the Reach. Faced with an encroaching blight that threatens the outer planets, players must balance the integrity of their homelands with their own ambitions.
Arcs uses an innovative card-driven action system that is easy-to-learn and highly interactive. Players are given hands of action cards each turn and must balance their desire to control the game's tempo against their other interests. Should you use the initiative to seize control of a critical new technology or reposition your fleets for a coming engagement? When players do trade blows, the battles are resolved in a snap using a simple dice system. However, combat's interaction with the larger action system offers players a wide range of tactical options, from multi-turn sieges to daring raids and dramatic escapes.
Players begin the game in roughly symmetrical positions, which helps new players learn the core systems quickly. However, their choices will soon cause their paths to diverge. Unearthing an ancient technology might make the restoration of the empire possible. A chance discovery on a blighted world might lead a player to abandon their wealth and begin a voyage across the Reach to right an ancient wrong. Every choice will advance the game's story and form part of an emergent, player-driven campaign.
Many of these choices are resolved in a special "intermission" between games. During this phase, new rules modules are activated, and players are introduced to new capabilities and objectives. Despite their similar starting points, by the end of a campaign, players might control factions as varied as any in Root or Vast. Players will also use the intermission to spend their hard-earned power to maintain their fleets and wealth, as well as invest in new improvements that may aid them in the coming game.
The campaign system of Arcs provides players with a huge number of possible game situations and hundreds of possible campaigns. In addition, Arcs also includes an abridged, two-session campaign and a single session mode.
Vendor: Leder Games
Type: Board Games
Price:
172.72
Designer |
Patrick Leder Cole Wehrle |
Publisher | Leder Games |
Players | 2-6 |
Suggested Age | 10 and up |
Includes:
Root: The Marauder Expansion introduces two new factions and new gameplay options:
• Lord of the Hundreds is both charismatic and terrifying. He rules over a vast horde of warriors recently arrived to the woodland and is interested only in its domination. To help speed his conquest, he lights massive fires which can spread throughout the woods and destroy the buildings of other factions. The Lord also interacts with crafted items, which he can plunder from players. These items increase his strength, but also cause him to develop an increasingly fearsome monomania.
• The Keepers in Iron are strangers to the Woodland, here only to recover the scattered and lost relics of an ancient civilization. The Keepers work to establish way-stations across the woodland and form alliances with other factions in hopes of recovering their relics more quickly. They will often find themselves deep within enemy territory as they search for their relics. Thankfully their finely crafted armor makes them difficult to dislodge.
Both of these factions are suitable to Root's two-player game, bringing the total number of two-player factions up to five without the use of bots.
Root: The Marauder Expansion also introduces a new level to the conflict for the woodland: Hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root.
Finally, The Marauder Expansion also includes a new set-up draft system suitable for both casual and competitive play.
Vendor: Leder Games
Type: Board Games
Price:
132.08
Designer |
Patrick Leder Cole Wehrle |
Publisher | Leder Games |
Players | 2-6 |
Suggested Age | 10 and up |
Includes:
Root: The Marauder Expansion introduces two new factions and new gameplay options:
• Lord of the Hundreds is both charismatic and terrifying. He rules over a vast horde of warriors recently arrived to the woodland and is interested only in its domination. To help speed his conquest, he lights massive fires which can spread throughout the woods and destroy the buildings of other factions. The Lord also interacts with crafted items, which he can plunder from players. These items increase his strength, but also cause him to develop an increasingly fearsome monomania.
• The Keepers in Iron are strangers to the Woodland, here only to recover the scattered and lost relics of an ancient civilization. The Keepers work to establish way-stations across the woodland and form alliances with other factions in hopes of recovering their relics more quickly. They will often find themselves deep within enemy territory as they search for their relics. Thankfully their finely crafted armor makes them difficult to dislodge.
Both of these factions are suitable to Root's two-player game, bringing the total number of two-player factions up to five without the use of bots.
Root: The Marauder Expansion also introduces a new level to the conflict for the woodland: Hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root.
Finally, The Marauder Expansion also includes a new set-up draft system suitable for both casual and competitive play.
Vendor: Leder Games
Type: Board Games
Price:
40.64
Designer | Cole Wehrle |
Publisher | Leder Games |
Players | 1-6 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Expansions | Root: The Clockwork Expansion 2 |
Honors |
2018 Golden Geek Best Board Game Expansion Nominee 2018 Board Game Quest Awards Best Game Expansion Nominee |
Accessories |
Meeple Realty - Root Forest Laserox - Root Organizer Folded Space - Root & Expansions |
A new faction is added to the forest fray.
The Riverfolk expansion includes:
A New Core Faction: The Riverfolk Company
A New Core Faction: The Lizard Cult
An Extra Vagabond
1 Custom Card Holder
Cooperative Scenarios
Rules for Bot Play
and Four Additional Vagabond Variants
This expansion now allows Root to be played with 1-6 players.
—description from the publisher
Vendor: Leder Games
Type: Board Games
Price:
50.80
Vendor: Wehrlegig Games
Type: Board Games
Price:
134.95
Designer |
Cole Wehrle |
Publisher | Wehrlegig Games |
Players | 1-6 |
Playing Time | 90-240 mins |
Suggested Age | 13 and up |
Accessory |
John Company: Second Edition - Metal Coins |
Honors |
Vendor: Leder Games
Type: Board Games
Price:
50.95
Designers |
Patrick Leder Cole Wehrle |
Publisher | Leder Games |
Players | 2-6 |
Playing Time | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Expansions | Root: Clockwork Expansion 2 |
Accessories |
Meeple Realty - Root Forest Expansion Root: Playmat Mountain/Lake Laserox - Root Expansion Organizer Laserox - Root Crate Folded Space - Root & Expansions The Dicetroyers - Root Expansions (Underworld; Clockwork; The Exiles And Partisans; Vagabond Pack) (Italy Imported) |
Vendor: Leder Games
Type: Miniature Games
Price:
40.64
Vendor: Leder Games
Type: Board Games
Price:
20.95
Designer |
Patrick Leder Nick Brachmann Cole Wehrle Joshua Yearsley |
Publisher | Leder Games |
Players | 2-4 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Vendor: Leder Games
Type: Board Games
Price:
50.80
Designer |
Patrick Leder Nick Brachmann Cole Wehrle Joshua Yearsley |
Publisher | Leder Games |
Players | 2-6 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Expansions | Root: The Clockwork Expansion 2 |
Vendor: Leder Games
Type: Board Games
Price:
30.48
Designer |
Patrick Leder Nick Brachmann Cole Wehrle Joshua Yearsley |
Publisher | Leder Games |
Players | 2-4 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Vendor: Leder Games
Type: Board Games
Price:
40.64
Designer |
Benjamin Schmauss Cole Wehrle |
Publisher | Leder Games |
Players | 1-4 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For |
Root Root: The Clockwork Expansion Root: The Marauder Expansion (Standard Edition) Root: Riverfolk Expansion Root: The Underworld Expansion |
Vendor: Leder Games
Type: Board Games
Price:
81.28
Designer |
Patrick Leder Cole Wehrle |
Publisher | Leder Games |
Players | 2-6 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Includes:
Root: The Marauder Expansion introduces two new factions and new gameplay options:
• Lord of the Hundreds is both charismatic and terrifying. He rules over a vast horde of warriors recently arrived to the woodland and is interested only in its domination. To help speed his conquest, he lights massive fires which can spread throughout the woods and destroy the buildings of other factions. The Lord also interacts with crafted items, which he can plunder from players. These items increase his strength, but also cause him to develop an increasingly fearsome monomania.
• The Keepers in Iron are strangers to the Woodland, here only to recover the scattered and lost relics of an ancient civilization. The Keepers work to establish way-stations across the woodland and form alliances with other factions in hopes of recovering their relics more quickly. They will often find themselves deep within enemy territory as they search for their relics. Thankfully their finely crafted armor makes them difficult to dislodge.
Both of these factions are suitable to Root's two-player game, bringing the total number of two-player factions up to five without the use of bots.
Root: The Marauder Expansion also introduces a new level to the conflict for the woodland: Hirelings! These small factions can be used at any player count and introduce surprising new power combinations as well as a chess-like tension to lower player count games of Root.
Finally, The Marauder Expansion also includes a new set-up draft system suitable for both casual and competitive play.
Vendor: Leder Games
Type: Board Games
Price:
20.32
1 x Root: Riverfolk Hirelings Pack
Vendor: Leder Games
Type: Board Games
Price:
10.16
Designer |
Nick Brachmann |
Publisher | Leder Games |
Players | 2-4 |
Playtime | 60-90 mins |
Suggested Age | 10 and up |
Expansion For | Root |
Bring the Root Woodland to life with landmarks! Landmarks add unique powers to their clearings and can be added to games with any player count.
The Landmark Pack includes four screen-printed wood landmarks:
Barter for anything you need at the Black Market.
Find new friends and followers in the Lost City.
Craft a masterwork at the Legendary Forge.
Sit proud upon the grand throne in the Elder Treetop.
Vendor: Leder Games
Type: Board Games
Price:
20.32
1 x Root: Margot the Cat Plushie
Vendor: Wehrlegig Games
Type: Board Games
Price:
99.95