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Distributed in New Zealand by pixelpark Ltd

 

 

Eve: The Second Genesis
Publisher: CCP

EVE: The Second Genesis is a new collectable card game based on the award winning MMOG EVE Online. EVE: The Second Genesis CCG, challenges players to build up their empires and crush their opponents. Players use their deck of cards and wealth amassed to build starships to expand their Starfleet, expand their empires, and use all the dirty tricks up their sleeves in order to gain power and weaken their opponents.

In the late 24th century AD, the fate of humanity was decided with the unprecedented discovery of a natural wormhole: A celestial portal traversing immense swaths of time and space, leading to a pristine but unknown region of the universe. Our ancestors named this portal 'EVE', and the solar system on its far side was christened 'New Eden'. Lured by its stunning beauty and vast resources, settlers ventured to this paradise by the millions. These were times of great hope and promise, and the presumed start of an era defined by peace and prosperity. But in a cruel twist of fate, the wormhole leading to New Eden suddenly collapsed, severing the colonists from their home worlds. As knowledge of the technologies that had sustained them slowly eroded, the settlers descended into a dark age that would last for thousands of years. In time, with the memory of Earth lost forever, the sciences that enabled interstellar travel were gradually rediscovered. Civilization reemerged as four dominant nation-states, each comprised of its own distinct bloodlines: The Amarr Empire, the Minmatar Republic , the Gallente Federation, and the Caldari State . Today, advanced technology has given rise to an elite caste of society known as the “capsuleers”: Highly trained, physically modified human beings capable of piloting starships by using only the power of their minds. Cognizant of the capsuleer’s growing influence, the governments of the nation-states are enlisting their ranks to push their secret agendas forward, edging the worlds of EVE closer and closer to the brink of war.

The Great War Starter Kit.

Once part of the same nation, the Gallente Federation and the Caldari State were sundered by overpopulation and ideology, finding themselves embroiled in a brutal conflict that lasted nearly a century. A tentative peace presides between the two nations today, yet the embers smolder hot as ever. This starter kit includes everything needed for two people to start playing: the 110 card starter kit, two pre-constructed Caldari & Gallente decks, coin tokens, and rulebook.

Day of Darkness Starter Kit

Since the Day of Darkness hundreds of years ago, when the golden hulls descended from the sky, Minmatar has been in thrall, held fast under the iron boot of the powerful Amarr Empire. Generations of their people have fallen prey to the Empires merciless overlords, but today the children of Matar submit no more. Includes two pre-constructed Amarr & Minmatar decks, coin tokens, and rulebook.


EVE: The Second Genesis Booster Display

Contains 24 booster packs, a random rare foil card, and an EVE-Online 20 day trial card. Each booster pack contains 15 randomly sorted cards from the 240 cards in the EVE: The Second Genesis Core Set (10 common, 3 uncommon, 1 rare and 1 home region or outer region). It has a 50% chance of containing a foiled premium card that replaces a card of the same rarity.

AMARR
As the first race to rediscover warp technology since the devastating collapse of the EVE wormhole, the Amarrians expanded their empire as quickly as their starships could take them. Conquering world after world, they mercilessly subjugated entire civilizations in the name of their faith. The definitive end to Amarrian dominance was their crushing defeat to the mysterious and powerful Jovians, forever remembered as the infamous “Battle of Vak’Atioth”. Exploiting the situation, the slave population of Amarr launched a great rebellion, ultimately leading to the creation of the independent nation-state known as the Minmatar Republic . Today, the Amarr Empire remains the largest of the four major races and is the only one in which slavery still exists. They are ruled by the Emperor, an iconic figure believed to be closest to God among mortal man. For the Amarr, faith—in their Emperor, and in the supremacy of their race—is the center of existence.

CALDARI
With roots steeped in military tradition, the Caldari State thrives on competition at every level of society. Their culture views conflict as essential for survival in the harsh worlds of New Eden, and thus for the advancement of the entire human race. Driven by this philosophy, hyper-capitalistic markets emerged in which the “mega-corporation” established itself as the largest, non-nation business entity in the galaxy. This same mentality is evident in their dealings with other nations, as they are quick to identify weaknesses in opposing strategies and seize advantage for financial gain. But corruption is rampant among the corporate-elite of the Caldari State , and their society is notoriously harsh on the unfortunate. A dangerous resentment towards the State is simmering as a result, with more destructive potential than the guns of their starships. But the Gallente Federation remains the State’s archenemy, with whom the memory of war will never be forgotten.

GALLENTE
While the Amarrians waged their holy crusade across the worlds of EVE, the Gallente Federation also engaged in an expansionistic campaign—but through generosity and friendship instead of brute force. An open society built on the triumph of free will and the sanctity of human rights, the Federation morphed into an economic powerhouse through its eagerness to trade with every civilization they contacted. Upon encountering the Federation, the Amarrians recognized that these liberalists would not be overrun so easily, and wisely decided to steer their ambitions elsewhere. But the Gallenteans are often blinded by their own self-righteousness, taking their ideas to forums where they are unwelcome. Nowhere in their history is this more evident than in their bitter conflict with the Caldari, whose ancient militaristic culture is the antithesis to Gallente liberalism. Today, the two nations maintain a fragile détente that continues to weaken with time.

MINMATAR
The seven original Minmatar tribes thrived on a culture of loyalty that was evident in every aspect of their industrious society, and were regarded as the brightest engineers in the world of EVE. But in a cataclysmic turn of events, the gold-tinted hulls of Amarrian warships descended from the skies and spread rampant destruction among their worlds. The tribes were no match for the invader’s superior weapons technology, and those who were not killed during the onslaught were doomed to a lifetime of servitude to Amarrian masters. After enduring centuries of brutal occupation, a great slave rebellion supported by the Jovians and the Gallenteans finally ousted the Amarrian overlords from many of the original tribal worlds. But today’s Minmatar Republic is a shadow of the great civilization it used to be. Even now, millions of ethnic Minmatars remain enslaved, and their hope for freedom rests on the shoulders of those who can find the will to unite with their brethren and rise once again.




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