Leder Games
Arcs Game Miniatures Pack
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65
$150.00
Reader Reward Price: $135.00
Bring the galaxy to life with 100+ beautiful plastic miniatures, washed in dark pigment to bring out the details!
Includes...
60 ships and 40 agents
15 Imperial ships and 4 Flagships.
**A copy of the Arcs base game is required to play.
Arcs
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65
$19.00
Reader Reward Price: $17.10
Explore unique, tricky strategies in the base game with new Leaders, and add wild twists to both base and campaign games with new Lore.
Contents:
8 Leader Cards
14 Lore Cards
Number of Players: 2-4
Playing Time: 60-120 Minutes
Recommended Ages: 14+
Arcs
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65
$125.00
Reader Reward Price: $112.50
The Blighted Reach adds an innovative campaign to Arcs. Over a three-game trilogy, players will guide their factions through an epic science-fiction saga where every choice matters. A Galaxy of Possibilities. Explore 24 Fates, each with a unique set of cards and pieces. Will you lead the guilds to take control as the Advocate or try to build a new commonwealth as the Founder? Emergent Asymmetry. Develop your own identity over the course of the trilogy. A failed Imperial Steward might be tempted to become the fearsome Planet Breaker. Every combination promises new narrative and strategic options! Thoughtful Storage. This box includes room to store the Arcs base game, including sleeved cards. The game also includes removable trays to easily store your campaign’s progress between sessions. Contents: 300+ Cards 15 Imperial Ships 4 Flagships and Boards 2 Custom Event Dice 160+ Tokens 2 Aid Sheets 1 Game Record Pad Number of Players: 2-4 Playing Time: 60-120 Minutes Recommended Ages: 14+
Arcs
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65
$75.00
Reader Reward Price: $67.50
Arcs is a sharp sci-fi strategy game for 2–4 players, set in a dark yet silly universe. Ready yourself for dramatic twists and turns as you launch into this galactic struggle.
Seize the initiative. Take actions with multi-use cards. Copy the leader, pivot to new tactics, or take the initiative for the next round. Timing is everything.
Declare ambitions. In each game, you define the objectives that everyone competes over to win.
Crush your foes. Amass your navy for battle, plan your strategy with three kinds of dice, then roll them all at once to resolve the battle in a flash.
Each game contains...
100 wooden ships and agents
18 custom engraved dice
1 beautiful six-panel board
Tons of cards with over 60 pieces of unique art
Number of Players: 2-4
Playing Time: 60-120 Minutes
Recommended Ages: 14+
Ahoy
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65
$49.00
Reader Reward Price: $44.10
You are smugglers and soldiers on the high seas. Each round, you'll roll dice and place dice to take unique actions of your faction. Control regions and deliver cargo to gain Fame and win the game! Play As The... Bluefin Squadron, a company of sharks and their toothy friends, who keep order with shot and sword. Mollusk Union, an alliance of undersea creatures and their loyal comrades, who fight to reclaim their home. Smugglers, maverick captains who run blockades to deliver cargo to those with the most need—or coin. Contents: 4 Double-layer player board 12 Double Layer tiles 19 Wood Figures 30 Dice Quick setup aid & 4 pocket guides Number of Players: 2-4 Playing Time: 45-75 Minutes Recommended Ages: 14+
Fort Game
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Games & Puzzles
$35.00
Reader Reward Price: $31.50
Fort is a card game for 2-4 players about building forts and making friends. In Fort, you're a kid! And like many kids, you'll grow your circle of friends, grab a bunch of pizza and toys, and build the best fort. By drafting and playing cards you'll take actions on your turn, but your cards also let you copy the other players' actions on their turns. Will you devote yourself to your own posse or follow the leader?
Fort Game Cats & Dogs Expansion
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Games & Puzzles
$15.00
Reader Reward Price: $13.50
You've begged and pleaded with your parents and finally...it's time to get a pet! Fort: Cats & Dogs Expansion adds two modules to the Fort base game: dogs and cats. You can use one or both, as desired. Dogs are loyal. If you play one, it will (usually) go stay in your doghouse, but they're fussy, so you can play a dog only if you meet its needs. Neglect a dog, and it'll wander off. At game end, whoever has the most dogs in their doghouse scores seven points! Cats are fickle. Their actions happen at specific times, and they move around a lot. Cats will be attracted to a different player if their yard has cards of specific suits, even if the cat's current owner has them, too. The more cats you have at the end of the game, though, the more points you score. # of Players: 2-4 Playing Time: 20-40 Min Age: 10+
Oath Chronicles Of Empire & Exile Game
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Games & Puzzles
$144.00
Reader Reward Price: $129.60
A Game That Remembers …
Oath: Chronicles of Empire and Exile is a one to six player strategy game where players will guide the course of history in an ancient land. They might attempt to bolster power of the Chancellor or scheme to bring the kingdom to ruin. The consequences of one game will ripple through those that follow, changing what resources and actions future players may have at their disposal and even altering the game's core victory condition.
At the end of each game of Oath: Chronicles of Empire and Exile, players will take account of what happened in their game during the Chronicle Phase. During this phase, the game’s board will be re-centered around the territory of the game’s victor, the victory condition may be adjusted, and new cards will be introduced to the deck depending on how the previous game was won. When they have completed this process, they will have advanced the history of their world by a generation and set the stage for the next crisis.
There is no pre-written narrative or pre-determined endpoint. Oath: Chronicles of Empire and Exile is not a legacy game. Instead, it is a game about legacy where the choices the players make will determine what happens next.
Number of Players: 1-6
Playing Time: 45-120 Minutes
Recommended Ages: 10+
Root
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65
$72.00
Reader Reward Price: $64.80
Root is a game of adventure and war in which 2 to 4 players battle for control of a vast wilderness.
The nefarious Marquise de Cat has seized the great woodland, intent on harvesting its riches. Under her rule, the many creatures of the forest have banded together. This Alliance will seek to strengthen its resources and subvert the rule of Cats. In this effort, the Alliance may enlist the help of the wandering Vagabonds who are able to move through the more dangerous woodland paths. Though some may sympathize with the Alliance’s hopes and dreams, these wanderers are old enough to remember the great birds of prey who once controlled the woods.
Meanwhile, at the edge of the region, the proud, squabbling Eyrie have found a new commander who they hope will lead their faction to resume their ancient birthright. The stage is set for a contest that will decide the fate of the great woodland. It is up to the players to decide which group will ultimately take root.
Root represents the next step in our development of asymmetric design. Like Vast: the Crystal Caverns, each player in Root has unique capabilities and a different victory condition. Now, with the aid of gorgeous, multi-use cards, a truly asymmetric design has never been more accessible.
The Cats play a game of engine building and logistics while attempting to police the vast wilderness. By collecting Wood they are able to produce workshops, lumber mills, and barracks. They win by building new buildings and crafts.
The Eyrie musters their hawks to take back the Woods. They must capture as much territory as possible and build roosts before they collapse back into squabbling.
The Alliance hides in the shadows, recruiting forces and hatching conspiracies. They begin slowly and build towards a dramatic late game presence--but only if they can manage to keep the other players in check.
Meanwhile, the Vagabond plays all sides of the conflict for their own gain, while hiding a mysterious quest. Explore the board, fight other factions, and work towards achieving your hidden goal.
In Root, players drive the narrative, and the differences between each role create an unparalleled level of interaction and replayability. Leder Games invites you and your family to explore the fantastic world of Root!
Number of Players: 2-4
Playing Time: 60-90 Minutes
Recommended Ages: 13+
Root the Clockwork Expansion
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65
$45.00
Reader Reward Price: $40.50
The Clockwork Expansion allows players to square off against four fiendishly automated factions that can be used in solo, competitive or cooperative games.
An expansion base game of Root required.
Number of Players: 1-4
Playing Time: 60-90 Minutes
Recommended Ages: 10+
Root-Exiles and Partisans Deck
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65
$13.00
Reader Reward Price: $11.70
An alternate card deck with new persistent powers inspired by the many factions of Root. An expansion base game of Root required.
Mix things up with an alternative deck of cards. This deck replaces the old deck and contains a fresh roster of special powers for players to craft, many based on the factions themselves. Frustrated by the Woodland Alliance's guerrilla tactics? Develop the ability to fight in the shadows yourself! But, be careful, many new powers come with new vulnerabilities.
Number of Players: 1-4
Playing Time: 60-90 Minutes
Recommended Ages: 10+
Root Game Marauder Expansion
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65
$60.00
Reader Reward Price: $54.00
Ready yourself! New invaders enter the world of Root in the Marauder Expansion, which adds two new factions and four hirelings.
Play as the:
Lord of the Hundreds - Oppress the Woodland and burn it to the ground if need be. You suffer no dissent.
Keepers in Iron - Lead your exiled order of devout knights into battle to recover ancient relics. For glory!
Play with the:
Forest Patrol & Feline Physicians - Secure your realm and heal deadly injuries with Marquise elites.
Last Dynasty & Bluebird Nobles - Crush your foes and prove your legitimacy with the last Eyrie regiment.
Spring Uprising & Rabbit Scouts - Revolt against despots and fight for freedom with Alliance sympathizers.
The Exile & The Bandit - Stalk the forests and steal what you need with these Vagabond mercenaries.
Base game required.
Number of Players: 2-6
Playing Time: 60-90 Minutes
Recommended Ages: 10+
Root Game Riverfolk Expansion
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65
$48.00
Reader Reward Price: $43.20
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
Five Custom Card Holders
Cooperative Scenarios
Rules for Bot Play
and Four Additional Vagabond Variants
This expansion now allows Root to be played with 1-6 players.
Number of Players: 1-6
Playing Time: 60-90 Minutes
Recommended Ages: 10+
Root Underworld Expansion
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65
$62.00
Reader Reward Price: $55.80
New factions and battlefields join the world of Root!
The Underworld Expansion includes:
The Great Underground Duchy: an imperial faction that mixes the flexibility of the Marquise with the escalating Eyrie Dynasties.
The Corvid Conspiracy: a secretive faction that hatches plots directly into the hands of their opponents.
Two new maps: dig tunnels on the mountain map or fight to control the ferry on the lake map.
Requires the base game.
Number of Players: 2-5
Playing Time: 90-120 Minutes
Recommended Ages: 14+
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