Nucleum: Energy Research Institute
As the Twentieth Century dawns, the world is forever changed. Fueled by the Uranium Revolution, a new era of prosperity is here. The rich, the powerful, the free spirited… They all want a slice of the new life. Lucky for them, the energy consortiums working all over the planet, from Saxony to Australia, are more than happy to sell a few shares for extra investments. With these seemingly inexhaustible new sources of funding more and more entrepreneurs dared to set up their own experiment and set out to make their own glowing bright green path to success!
Nucleum: Energy Research Institute
Publisher: Board & Dice
Item Code: BND0125
MSRP: $30
Releases October 2025
But no one can reach their heights with ambition only. Powerful Patrons are here, offering their wealth and knowledge to help you reach a new level and become the most respected entrepreneur of the time! Nucleum: Energy Research Institute is an expansion to the base game of Nucleum and brings to life 8 new Experiments and Patron cards with powerful abilities. All new Experiments are also compatible with Nucleum: Australia, Nucleum: Court of Progress, and Nucleum: Patron Set.
Nucleum: Patrons Set Booster Expansion
This mini expansion brings Patron cards into the game. Those cards have several uses and players may decide which of them they want to use. All of the uses are described in detail below.
- Gain access to the powerful one-time abilities correlated to your Experiment board. Introduce even more asymmetry to Nucleum and change your strategies in a completely new way!
- Introduce Patrons to the world! Every Experiment board has now an associated Patron represented by a beautifully illustrated card and their backstory with abilities overview written in the rulebook!
- On top of that, Patron Set comes with the second set of cards of the Solo players! There are also new challenges and ongoing abilities for every experiment you choose to play against breathing a new life into the solo mode.
Nucleum: Patrons Set Booster Expansion
Publisher: Board & Dice
Item Code: BND0106
MSRP: $8
Reprint Available 2025
Each Patron card belongs to the specific Experiment board. In the base game, those Experiments are distinguished by letters only. Now, on every Patron card you can see the occupation of each patron associated with the specific Experiment along with their description and image depicting them. From now on, Experiments will be referred to using names of their Patrons introduced by this mini expansion.
Tianxia
The Warring States Period was a pivotal era in Chinese history, marked by constant warfare, significant bureaucratic and military reforms, and the consolidation of power among rival states. The game is set around 260 BCE, a time when the seven warring kingdom—Yan, Zhad, Han, Wei, Qi, Chu, and Qin—were locked in fierce conflict, both against each other as well as against nomadic groups like the Xiongnu, who posed a threat from the north.
Tianxia
Publisher: Board & Dice
Item Code: BND0139
MSRP: $60
Releases August 2025
Although sections of the Great Wall of China had been constructed as early as the 8th century BCE, the later years of the Warring States period saw a surge in defensive building projects. Before the Qin ultimately unified the kingdoms, extensive fortifications, watchtowers and new sections of the wall were erected to bolster defenses. In Tianxia, players take the role of leaders of noble families who want to earn prestige, as well as favors from the powerful rulers that govern the seven Warring Kingdoms.
Not Enough Mana
Not Enough Mana is a “potion”-drinking card game for three to six fearless wizards (legal potion-drinking age may vary depending on your kingdom’s laws). You’ll be destroying each other using epic spells, curses, and artifacts while replenishing your mana by drinking magical potions.
Not Enough Mana
Publisher: Board & Dice
Item Code: SHPGRANEMSTAW02MBD
MSRP: $30
Reprint Available 2025
On your turn, you draw cards and manage your hand, deciding which cards to use and which to sacrifice to empower other cards. You can drink mana potions at any point in the game to gain mana points. Using these points, you destroy your fellow wizards with fireballs, lightning bolts, and other epic spells. Global event cards, unpredictable curses, and powerful artifacts, as well as the necessity to balance your mana flow, constantly stir the balance of power and turn the tides on the battlefield. Your goal is to eliminate all other wizards from the game, either by depleting all their health points or by K.O., also known as Too Much Mana. The last wizard on the battlefield wins!





