ROLE PLAYING GAMES
Into The Outside
By Monte Cook Games
Head into the Multiverse!
The Ninth World is filled with the bizarre and unexpected. But beyond it, the truly astonishing awaits. Enter a dimension where you exist in three different places simultaneously. A pocket universe that transforms you into living sound. An existence where time carves living beings into separate time streams. Or a world where merely thinking changes reality. How can you even begin to cope with such radically different worlds? Explore them and find out!
What will you find when you step into the outside?
· Ten transdimensional locations. Visit the Banded Bluff, the Endless Abode, the Whispering World, Celerillion, or mysterious Reeval—the source of the Nibovian threat.
· Multiple modes of dimensional travel. Explore the Sideslip Fields. Pilot the Crystal Ship. Take a ride on the Silent Nyek. Or enter the Grinder of Infinities.
· New creatures, including the arravelon, the stealthy pariall, the carnivorous color, the time wraith, and the deadly lycidaris, a dimensional locust.
· Twelve alternate realities, from the Ascension of Kex-Lianish—a world consumed by living crystal—to the Bloom, a vast creature composed of maws that can provide transport you to other dimensions.
Pure Steam RPG
Westbound Campaign Setting for the Pathfinder RPG
By Pure Steam
Westbound is the encore offering from the makers of the Pure Steam Campaign Setting. This 165-page volume boasts new races, classes, and archetypes to build your perfect Wild West character.
Load out your characters with new steampunk equipment, feats, and vehicles. Challenge your players with new monsters, NPCs, and adventure hooks. Immerse yourself in the Ulleran West with new regions, settlements, and factions.
Westbound has everything you need to take your game into the wild unknown!
Anarchy (Limited Edition)
By Catalyst Game Labs
Shadowrun remains one of the most beloved gaming settings of all time with wide and enduring appeal—and Anarchy provides rules for a new style of play in this awesome world. Storytelling comes to the fore in Anarchy, allowing gamemasters and players to work in tandem to craft a fun, fast-moving campaign. Powered by the Cue System and offering a narrative-focused game experience, Anarchy includes numerous, ready-to-play characters and a slew of ready-made missions that will thrust players onto the mean Sprawl streets of the Sixth World in no time! This is the Limited Edition version of Anarchy.
False Flag (Denver Adventure 2)
A Shadowrun Sixth World Adventure
By Catalyst Game Labs
The Angry Gaze
The ruling powers of Sixth World sprawls are content to let the little people of their cities engage in all sorts of shenanigans and scheming so long as it doesn’t affect their master plans. But when the chaos gets too out of hand—or the little people start acting too arrogant—then those powers turn their angry gaze to the people they would rather ignore, and the everyday chaos of life erupts into something worse, and considerably more dangerous.
Recent attacks on the Paladin Medical Health Center in the Aurora Warrens have drawn the attention of some of Denver’s powers, and they’re not going to ignore the situation. They’re also not going to just send in the police, because that’s not how things are done—instead, they will launch schemes of their own, with the opportunity to create chaos that makes the previous wildness seem like a sunny day in the Rockies.
False Flag is the second in the series of Denver Adventures for Shadowrun, Fifth Edition. Whether played alone or as part of a larger campaign with the first adventure, it will test players’ resources, creativity, and skill, while moving them toward the dramatic plot developments ahead.
Night of the Jackals
Victorious RPG Adventure
By Troll Lord Games
A new drug is finding its way into pubs and Apothecary shops throughout the East End of London. Called 'M', it causes rioting, murder, and worse! Can your heroes find the source of this maleficent chemical before the city is overrun with carnage? Night of the Jackals is a Gilded Adventure for Levels 2-4 for the Victorious RPG.
BOARD & CARD GAMES
Assault of the Giants
Dungeons & Dragons Board Game
3-6 players, ages 14+, 120+ minutes
Assault of the Giants is a new Dungeons & Dragons board game designed by Andrew Parks that challenges players to command one of six types of giants and claim the right to rule over all giantkind.
Command giants and assault settlements to score points and secure important resources, including food, treasure, ore, and runes.
Each player issues commands to his or her giants in the form of command cards (recruit, move, attack, pillage, and so on). This allows players to recruit new giants, send them out to attack settlements and other giants, and also to pursue special agendas based upon their race. For example, the Storm Giants seek to restore their lost monarch, King Hekaton. The Cloud Giants seek an ancient dragon treasure trove, and the Hill Giants seek an abundance of food with which to feed their massive monarch, Chief Guh.
In Assault of the Giants players send their giants out to wage war on each other and the small folk, but the game’s real strategy lies in each player’s ability to pursue their giant race’s unique agenda, not only through combat but also trough clever cardplay.
Available in both ‘Standard’ and ‘Premium’ Editions. The Standard edition includes 12 Giant miniatures, injection molded in color, measuring from approximately 60mm to over 90mm in height, and three Giantslayers. The Premium Edition includes 12 fully painted Giant miniatures, measuring from approximately 60mm to over 90mm in height, and three Giantslayers.
Marshal & Prisoners
Colt Express Expansion Set
The Colt Express: Marshal & Prisoners expansion contains three new components:
· It adds another character "Mei", a martial arts lady.
· The players can free prisoners from the prison wagon that is added to the end of the train.
· One player can play as the marshal, who has two decks of bullet cards and three specific items.
· The Marshal has got four hidden and random objectives, he must achieve it to win the game (i.e. shoot every bullet from one gun, catch a Bandit, Shoot at every Bandit, ...)
· Freeing junior bandits from the prison car gains their help (i.e. a secondary ability for your character)
Defenders of the Last Stand
1-5 players, ages 14+, 120+ minutes
By 8th Summit
Defenders of The Last Stand is a post apocalyptic adventure game by Richard Launius (Arkham Horror, Run Fight or Die, Defenders of the Realm) and Jason Maxwell (Agents of SMERSH, Superhero Solitaire) for 1-5 players set in the Western United States more than 50 years after nuclear war. Players take on the roles of Defenders of the last known haven for humanity, called The Last Stand. Four outside clans leaders, along with their followers, advance toward the town, and players work cooperatively to defend The Last Stand.
Menacing mutants also roam the desert threatening the city's survival. The game will introduce player character mutations - your character can mutate from travel into irradiated areas. Gameplay will consist of both elements of adventure and conflict resolution, and Defenders of the Last Stand will come loaded with miniatures, including three large sculpted miniatures of the invading Clan leaders as well as their minions - sculpted by Chad Hoverter.
The four warrior clans include raiders on bikes and in cars, another group of human amazons that ride large mutated beasts, a third clan consisting of techno savvy, yet criminally insane youths, and finally a large winged creature so mutated that he has lost all traces of his old humanity.
Miskatonic Museum Mythos Pack
Arkham Horror Living Card Game Expansion
By Fantasy Flight Games
The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.
It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn't gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.
The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you'll find it marked by a frightening urgency. You aren't alone within the museum's darkened chambers; something else stalks the exhibits…
Carnevale of Horrors Scenario Pack
Arkham Horror Living Card Game Expansion
By Fantasy Flight Games
The sixty-two card, standalone scenario in Carnevale of Horrors transports you to a city of masks and mysteries. While revelers throng the streets of Venice, masked conspirators advance their sinister agendas, shadows envelop the city, and something terrible rises from the lagoon…
Also playable as a "side-story" that can be added to your ongoing Arkham Horror: The Card Game campaign, Carnevale of Horrors challenges you and your fellow investigators to move swiftly among the masked revelers parading the streets of Venice in order to unravel a dreadful conspiracy. But while the day's festival begins with music, mirth, and merriment, it quickly spirals into abject horror… The sun vanishes, and screams erupt throughout the city. You want to save as many innocents as you can, but everyone is wearing masks. Who are the villains, and who are the victims? You must race to identify and confront the cultists, lest they and their sacrifices summon a being of unfathomable malice!
Carnevale of Horrors comes with all the act, agenda, location, and encounter cards that you need to enjoy its adventure. Additionally, five player cards—one ally and four Mask assets—enrich your campaign experience after you complete your investigations in Venice.
Requires a copy of the Arkham Horror: The Card Game Core Set to play.
Snowblind : Race to the South Pole
1-4 players, ages 10+, 30-60+ minutes
By Pleasamt Company
Snowblind is a press-your-luck and risk-management dice game in which 1-4 players take control of a polar expedition, racing to be the first to return from the South Pole.
The object of the game is to collect the most prestige points. The further you advancee your Captain, and the more men who survive the Antarctic winter at the end of the game, the more prestige your expedition receives. This requires careful management of crates, food and camps: without supplies, your explorers will not survive.
Play proceeds over a series of rounds. Within each round, players may make as many moves as they like, from those available, with each additional move becoming increasingly dangerous. In more detail, each turn, players may take an action (which involves taking a risk die from the action board, adding the die to their dice pool, then taking a corresponding action), or they choose to pass. Actions include moving explorers and crates, hunting for food, collecting research, and building camps. After completing an action, the active player rolls all the dice in their dice pool. High numbers result in exposure, the loss of supplies (crates and food), explorers being incapacitated, and even death. Exposure results can be offset by explorers remaining together (company) and the building of camps.
A round ends when all players have passed. At the end of the round, a weather card is drawn that may cause additional attrition, then the next round begins. When the pack ice card is drawn from the weather deck, one last round is played and the game ends.
Riftwalker – A Storm Hollow Card Game
2-4 players, ages 13+, 30-60+ minutes
By Game Salute
Explore the rifts of Storm Hollow, build an array of amazing powers, and trigger burst of magical energy to score big in this strategy card game for 2-4 players that plays in 30-45 minutes. In Riftwalker, players use a central grid of elements composed of earth, wind, fire, water, storm, and life to play rift cards from their hand or shift rifts they already have in play.
Shifting a Rift is a Riftwalker's magical ability to change the nature of a place by calling on and altering the elements. Shifting turns a card sideways and increases its point value. Every time a rift card is played or shifted, it activates a special power that alters a player's cards or the central grid in a useful way. As the game progresses, players will build up a unique set of abilities.
Earth rifts empower shifted rifts while fire burns them down for points. Water rifts spread more rifts across the land and life rifts grow them to great value. Storm rifts control the element grid and wind rifts play all kinds of tricks. However, a rift can only be shifted twice, so no power lasts forever. Eventually, players must create lines of elements on the grid to score their rifts. Some cards give bonus points for scoring the right kind of rifts. In the end, the player with the greatest rifts and the most points wins the game!
Top Gun – Plot Twist Party Card Game
By Jasco Games
In Top Gun: Plot Twist Party Game, you play as your favorite pilots from the movie as you do your best to maneuver and insult your way to be the winner of the Top Gun Trophy!
Buffy the Vampire Slayer Board Game
2-4 players, ages 8+, 30+ minutes
By Jasco Games
In Buffy the Vampire Slayer: The Board Game, you help Buffy and her friends defend the town of Sunnydale from an onslaught of vampires and demons, while ultimately attempting to foil the big bad's plot and prevent the Hellmouth from opening. You have to work together, using all of your resources — including special abilities for the character that you play, whether Willow, Spike, or Buffy herself — to defend the helpless townies.
1-4 players, ages 8+, 15-20+ minutes
By Dr. Finn’s Games
In Herbaceous, herb collectors compete to grow and store the most valuable medley of herbs. Everyone starts with four containers, each of which allows a different grouping action:
· Group herbs of same type
· Group different types
· Group pairs
· Group any three types (same or different)
On your turn, you draw an herb, then decide to either keep it in your personal collection or put in into the communal pile. If kept, the next card goes to the communal pile; if placed in the communal pile, the next card goes in your personal collection.
At the start of your turn, you can decide to use a container. If so, you assemble cards from personal and communal spaces, group them, then turn them all over. You have then "collected" those and can't use the container again.
At the end of the game, collectors determine the best collection as a combination of value from their collection, matching herbs, and herb sets.
Hidden Treasures Pack
Munchkin Card Game Expansion
By Steve Jackson Games
Munchkin Hidden Treasures consists of 78 individual cards for use in a variety of Munchkin games, with all of these cards previously being available solely in annual booster packs sold via Warehouse 23, the Steve Jackson Games online store. Sample cards include:
· Can of Worms from Munchkin
· Great Caesar's Ghost from Munchkin Bites
· Iron Chef R'Lyeh from Munchkin Cthulhu
· Mr. Spork from Star Munchkin
A few odd-sized cards from previous Warehouse 23 boosters are not included in Munchkin Hidden Treasures.
Munchkin Card Game Expansion
By Steve Jackson Games
Munchkin Valentines comes with five valentines and envelopes to give you five chances to make someone like you. What's more, five small packs of Munchkin cards that fit inside the valentines are included so that you sweethearts will have something new to play together.
MINIATURES & MINIATURE GAMES
Monster Menagerie 2 Booster
Dungeons & Dragons Icons of the Realms Miniatures
Monster Menagerie II brings you a vast array of all-new sculpts representing challenges for your heroes to overcome, and allies to fight by your side. Collect all 44 figures in the sixth set releasing in this exciting line of D&D miniatures, Icons of the Realms.
Learn the secrets of the sphinxes from the Androsphinx as it tests your courage and valor. Or face the Mind Flayer, the scourge of sentient creatures across the Forgotten Realms. Or stand toe-to-toe with the powerful Iron Golem, knowing no ambitions, needing no sustenance, feeling no pain, and having no remorse.
Will your heroes rise to the challenge?
Wargames Illustrated 352
Miniature Wargames magazine.
Days of Ire: Budapest 1956
1-4 players, ages 10+, 60-90+ minutes
By Mr B Games
It's 1956, and waves of protest in Poland are once again showing cracks of the Eastern European communist bloc. Emboldened by these signs, students and intellectuals in Budapest, the Hungarian capital, organize a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks a violent response is provoked, thus sparking the Revolution of the 23rd of October.
One player takes charge of the Soviet forces trying to shape the headlines to his liking and uses the militia and snipers of the State Protection Authority to stop the revolutionaries at all cost. The other player(s) (from 1-3 opponents) co-operatively play as the ringleaders of the revolutionary forces collecting resources (represented as icons on their cards) and recruiting other fighters to ensure the revolution's events end up in favor of their side, while fighting off tanks and soldiers in this exciting, historically inspired card driven game.
Days of Ire: Budapest 1956 is played over seven days — the last week of October 1956. The Soviet commander plays headline cards at the beginning of every turn, gathering Command Points and triggering effects that sometimes help, sometimes hinder the revolutionary effort. This card-play, reminiscent of well-known card-driven wargames (CDG) such as Twilight Struggle or Labyrinth: War on Terror, is what drives the tempo and the strategic thrust of the game. The other player(s) form the revolutionary side. They collect cards and fighters for two reasons: to resolve events for boosts to their side, and to fight off militia, snipers, and Soviet tanks in a drastic fight for survival. They have to manage their positions while spreading across Budapest, carefully dividing their actions as a team and always keeping an eye on their morale lest they run out of cards. This team-playing aspect — reminiscent of highly successful cooperative games such as Pandemic — guarantees ease of access to players who would otherwise be more intimidated by a traditional CDG.
If any of the revolutionary ringleaders suffer too many wounds, or if they fail to resolve enough events by the end of the game, history changes and the revolution falls. But if they keep the streets of Budapest free from oppression, the revolution lives on, to fight another day.
COLLECTIBLE CARD, MINIATURE & DICE GAMES
Divine Knight of Heavenly Decree Trial Decks
Cardfight Vanguard TCG Expansion
Flower Princess of Abundant Blooming Deck
Cardfight Vanguard TCG Expansion
The above list has been compiled based upon distributor and retail new releases mailouts I receive. Please note that there may be some geographic differences in release dates and/or availability of items. Please contact your local store for more information.