New Releases In Stores This Week : 26th June 2017

A rundown of the New Releases that should be hitting games stores this coming week! Board games, card games, RPGs, Wargames, Miniatures and collectible games... hopefully something for everyone! For more information about any of the products please contact your local games store.

ROLE PLAYING GAMES

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Dresden Files Accelerated
Core Rulebook
By Evil Hat Productions

PARKOUR! Leap right into the Dresdenverse!

Welcome to Dresden Files Accelerated, a pared-down, pick up and play RPG set in the world of Jim Butcher’s NYT bestselling Dresden Files series. Take a jaunt through the Nevernever, stand up to the Black Court, and sit down for a pint at Mac’s. This book contains all you need to make it happen.
In this book, Ivy—a.k.a. the Archive—will walk you through everything you need to know to get your game running, including:
· An introduction to the major super­natural players in the Dresdenverse and the places you might meet them.
· A new mantle system that speeds up character creation and gets you into the game fast.
· Faction-based campaign creation that creates immediate drama and action for your group.
· A scale system to support interacting with and playing at various power levels.
· Easy-to-learn Fate Accelerated style gameplay, with a few clever Dresdenverse tweaks.

Dresden Files Accelerated.


Fun. Fast. FUEGO!

256 pages. Hardcover. 6"x9". Full color interior.

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Blades in the Dark
Core Rulebook
By Evil Hat Productions

The streets of Duskwall are haunted. By vengeful ghosts and cruel demons. By the masked spirit wardens and their lightning-hooks. By sharp-eyed inspectors and their gossiping crows. By the alluring hawkers of vice and pleasure. By thieves and killers and scoundrels like you — the Blades in the Dark.

The noble elite grow ever richer from the profits of their leviathan-hunting fleets and electroplasm refineries. The Bluecoats of the constabulary crack skulls and line their pockets with graft. The powerful crime syndicates leech coin from every business, brothel, drug den, and gambling house. And then there's your crew of scoundrels: all the way down at the bottom rung. Can you make it to the top? What are you willing to do to get there? There's only one way to find out...

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Faith RPG: A Garden in Hell Starter Set
Core Rules Set
By Burning Games

FAITH: A Garden in Hell is a completely standalone experience for 2-5 players that will take you straight into the Ravager's den. It includes: 76-page campaign book, 36-page rulebook, 4 character folios, 54 gear and NPC cards, 1 player deck, 4 large boss cards, and a campaign outline for the GM.

Gather your friends and prepare for adventure in a remote alien planet! Whether you’re new to roleplaying games, or just new to FAITH: the Sci-Fi RPG, this Starter Set is the perfect starting point.

This box allows you to get started right away, with a learn-as-you go scenario you can read aloud at your table. Crack it open and get started within minutes!

Pre-generated character folios keep your character’s information right at your fingertips, while the player deck system, and the gear and non-player character cards keep you immersed in the story and allow you to manage your luck. The complete rules will allow you to design your own adventures and continue to play with your characters once you finish your adventures in Ujara.

The FAITH: A Garden in Hell Starter Set features a complete campaign for about 5-10 gaming sessions that will take you to Ujara, an alien planet infested by Ravagers. As a brave member of the Coalition, your task is to not only defeat them, but extract enough information to turn the tides of the battle for the universe. Do you have what it takes?

FAITH: A Garden in Hell is a completely standalone experience for 2-5 players. It includes: 76-page campaign book, 36-page rulebook, 4 character folios, 54 gear and NPC cards, 1 player deck, 4 large boss cards, and a campaign outline for the GM.

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5th Edition Character Sheets
Dungeons & Dragons Accessory
By Wizards of the Coast

Inside the pockets of this lavishly illustrated protective folder, you’ll find a full set of fifth edition Dungeons & Dragons character sheets for use in any D&D campaign.

This product includes three additional styles of double-sided character sheets giving veteran players options based on their individual play preference and spell sheets for keeping track of their magical repertoire. Each character sheet provides plenty of room to keep track of everything that makes a character unique.

Also included is an introductory character sheet designed specifically to help ease new players into the game.

Fans can use these character sheets to welcome new players to the world’s greatest roleplaying game or choose a variant that fits their preferences.

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Character Folios
Dungeons & Dragons Accessory
By UltraPro

Whether your character is fierce and battle hardened, or shiny new and naive, they deserve to be protected from the dangers of our world. Featuring two 18-pocket pages with a side-loading card design, you can keep up to 36 standard sized spell cards safe. 10 1-pocket pages hold character sheets or notes. Keep your information secure between gaming sessions with our specially designed D&D Character Folios.


· • Holds up to 36 spell cards and 10 character sheets
· • Embossed middle black web material frames spell cards
· • Featuring 5 new exciting designs

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Paranoia – ‘Red Clearance’ Starter Set
Core Rules Set
By Mongoose Publishing

Welcome to Alpha Complex! Welcome to the ranks of the Troubleshooters! Welcome to Paranoia!

As a Troubleshooter, you are a member of Alpha Complex’s most expendable elite force. Tasked with finding trouble and shooting it, you will be hunting mutants, terrorists, traitors, [CLASSIFIED], secret societies, renegade bots, and DAIVs, which are [REDACTED]. You’ll save Alpha Complex from its greatest threat, unless you accidentally become Alpha Complex’s greatest threat.

Completely rebuilt from the ground up, Paranoia is the classic RPG of a darkly humorous future, rebooted for a humorously dark present. All-new mechanics include a simple yet brilliant character-generation system, a bluffing-based card-driven combat system that encourages creativity, clever moves and lying, a special Computer Dice which means even the simplest interaction can become hilariously fatal, in-game XP point rewards, and more advice to GMs than you can shake a stick at. Three single-session adventures introduce you painlessly to the new mechanics and background, and are designed to be played straight out of the box.

Everything is the same but everything is different.

You look worried, citizen. Relax! It’s still Paranoia. The year is still 214. You still have six clones and a laser pistol. The Computer is still your friend.

Contains:
The Player's Handbook
The Gamesmaster's Handbook
The Missions Book
110 Playing Cards
Character Cards
Two six-sided dice
The Computer Dice

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Interactive Screen
Paranoia Accessory
By Mongoose Publishing

The PARANOIA INTERACTIVE SCREEN is an experimental but entirely safe device developed by those totally non-mutant geniuses over at R&D. How will it make you happy?

* TOUCH SCREEN! It's entirely tangible. There is, actually, a piece of cardboard on the table, not just a hologram or social convention.
* INTERACTIVE! Slam your Action Cards (TM) on the screen's ACTION SLOTS for SPECIAL BONUS POWERS!
* DANGEROUSLY INTERACTIVE! Knock over the screen and win BIG PRIZES1
* SO STYLISH AND AWESOME, you'll think it's above your security clearance!

1 Prizes may include termination.

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Forms Pack
Paranoia Accessory
By Mongoose Publishing

Citizen! Fill out this mandatory fun form immediately. Failure to complete this form promptly may result in unspecified formal form sanctions, including reassignment to form checking, cranial deformation, or more forms.


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BOARD & CARD GAMES

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The Dresden Files Cooperative Card Game
1-5 players, ages 13+, 30+ minutes
By Evil Hat productions

In The Dresden Files Cooperative Card Game, players work together to solve cases from the bestselling Dresden Files novels in the ultimate what-if scenario: What if Harry was on the scene with allies who weren't there in the original story? Play Harry, Murphy, Susan, Michael, and the Alphas in the first five novels, or take on "Side Jobs" in a random scenario generator based on the short story collection of the same name.

Play your hand, clear the board, and beat the odds in the final showdown at the end of the book. Use teamwork, strategy, and a wee bit of luck to win the day.

The game has plenty of in-jokes and references for Dresden fans (like the unreliable range of the Blue Beetle), but it’s accessible to people who haven’t read the books.

This is a tightly tuned, strategic, cooperative game that feels intense, vital, and a little bit risky (thanks to dice and other factors) throughout play. At 30 minutes per session, gameplay is fast-paced and down to the wire. In this game, players take on the role of Harry Dresden and his allies, investigating cases and taking on foes from the books. To accomplish this, you'll share a common pool of action points (called Fate points), and each player must choose between taking an action or generating Fate points each turn. Solve more cases than there are foes left standing to win!

In short, each player plays a character from the novels (one of them is always Harry), taking on a shuffled scenario deck based on one of the books in the series. Using a combination of cards, dice, and teamwork, players attack foes, investigate cases, take advantages, and overcome obstacles to make sure they have the best possible odds for a win in the final showdown at the end of the book! Like any good cooperative game, it's hard to win (no fun if there's no challenge!), but always rewarding to play, and scales smoothly from one to five players.

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Expansion 1: Fan Favorites
The Dresden Files Cooperative Card Game Expansion
By Evil Hat Productions

This expansion includes player decks for Thomas Raith and Waldo Butters, and book decks for Blood Rites and Dead Beat.

Thomas Raith's deck is butt-kicker best at clearing obstacles and taking down foes. The deck features a slightly higher average Fate value per card, giving him potent discards as suits his family's wealth. The killer app? His Inner Demon stunt lets him play the top card of his deck for free. If luck's on your side, it can be a real game-changer.

Waldo Butters' deck uses his incisive intellect to take advantages and investigate cases. Not making enough progress on your cases? With his talents as a Forensic Pathologist, Waldo can turn your hits into clues. (And yes—you'll get to play a Polka Will Never Die!)

Round all that up with two new book decks based on books #6 and #7, Blood Rites and Dead Beat — along with a few more Side Jobs cards — and you'll add tons of new team combinations and hours more of potential for play. And, yes: we'll have Sue in there (as a potent Advantage card—she'll be our signature image for Dead Beat's advantages, in fact), along with plenty more Foes (individually illustrated thanks to the latest funded stretch!), Cases, Obstacles, and Advantages arrayed in new, exciting, dismaying ways.

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Expansion 2: Helping Hands
The Dresden Files Cooperative Card Game Expansion
By Evil Hat Productions

With new book decks Proven Guilty and White Night, you'll get even more variation in your options for play. As a pair of decks, these ones are particularly interesting in the Showdown, where you'll only get to spend Fate and roll for either Cases (in Proven Guilty) or Foes (in White Night). If you want to defeat your Foes or clear your Cases, you'll need to do so before you get to the respective Showdowns. And that's just the added challenge of the Showdowns for this deck — each one has its own new challenges, obstacles, and card interactions to give a different texture of play, as every scenario deck does.

But, you're probably most excited about the new character decks. And these ones are great! Both have an interesting relationship to the core game's Michael Carpenter deck.

Sanya's deck has a Hand of Hope Stunt that pulls a case close and adds clues to it — a kind of inverse of Michael's Stunt that knocks a foe far away and adds hits. It's that moment in the novel when Sanya shows up, helps an injured Harry get up on his feet, and says something Russian and profound that triggers a breakthrough on the case. And as the Knight of Hope, Sanya'sTalent offers a simple but powerful benefit of increased Fate Point payouts when discarding for fate, helping everyone on the team breathe just a bit easier.

Molly Carpenter's deck, meanwhile, mirrors her dad's in another way: like Michael's Talent, hers must be "readied" by a discard before it can be used. On a subsequent turn, you can flip the readied card back over to alter one of the dice you roll when you play a card. About half of Molly's cards involve a dice roll of one kind or another, so this is a powerful engine for optimizing your plays. But perhaps even more potent is her stunt, which lets you copy another player's currently-unused stunt! Need to double up on Harry's foe-finisher or Karrin's fate-harvester? Maybe summon an extra (if illusory) pack of werewolves to chew on injured foes, or get your Toe-Moss on to play the top card of your deck? Grasshopper is here to to help. Whatever your team can do, she can do — the power of a Talented Holomancer.

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Expansion 3: Wardens Attack
The Dresden Files Cooperative Card Game Expansion
By Evil Hat Productions

This brings us up to books 10 and 11 — Small Favor and Turn Coat, maximizing your options for play and offering new ways to ensnare and complicate your heroes' lives. But the real stars of this expansion are the two new player decks, Wardens both: Regional Commander Carlos Ramirez and Captain Anastasia Luccio herself!

Anastasia Luccio's deck is all about strategic plays and decisive moves. Overall her deck is focused most strongly on taking on the challenges that decide your ultimate win-or-lose fate, and nowhere is that more apparent than with her two "on the table" cards. Use her Captain of the Wardens talent to go after the toughest challenges you face, whether they're Case or Foe. Flip her stunt to Focus Our Efforts! from one Case or a Foe to another, maximizing your chances of clearing them off the board.

And as you might expect, Carlos Ramirez's deck is just plain swashbuckling fun, at its best when he's taking on Foes or clearing Obstacles. On the battlefield, a Young Hotshot Warden like Ramirez knows that knowledge is power; his Talent lets you remove a Clue from a Case to land two Hits on an injured Foe. And as a Warden, Carlos has always Got Your Back, using his stunt to allow an ally to reclaim a card from their discard, letting the team deploy its greatest strengths a second time.

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Destination Fun Combo Pack
Expansion Set Pack
By Alderac Entertainment

The Destination Fun Combo Pack features three full expansions for each game in AEG's Destination Fun series: Trains, Planes, and Automobiles.

Trains: Coastal Tides features all-new cards and strategies for you to build the best rail system in Japan. This expansion not only features new cards, but also three entirely new boards. Two of the boards are designed specifically for two-player games, while the Okayama map is a new challenge for 2 to 4 players. Route bonus cards are also included, allowing you to score additional points for being the first to connect specific stations.

Planes: Round Trip features two new boards, providing more airports to explore. An entire deck of new playing cards allows players to experience the game with new actions and goals. New planes tokens gives players more options to customize airport boards with endless variety.

Automobiles: Racing Season includes three new race tracks, including two that are tighter for two-player games. New garage, pit, handling, performance, and engine cards offer more options for customizing your race car. Season campaign rules allows players to race a series of tracks to determine an overall winner, complete with unique driver skills and wealthy sponsors.

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Round Trip
Planes Expansion Set
By Alderac Entertainment Group

This expansion features two new boards, providing more airports to explore. An entire deck of new playing cards allows players to experience the game with new actions and goals. New planes tokens gives players more options to customize airport boards with endless variety.

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Coastal Tide
Trains Expansion Set
By Alderac Entertainment Group

Trains returns with all-new cards and strategies for you to build the best rail system in Japan. This expansion not only features all new cards, it includes three entirely new boards. Two of the boards are designed specifically for 2 player games, while the Okayama map is a new challenge for 2 to 4 players. Route Bonus Cards are also included, allowing you to score additional points for being the first to connect specific stations.

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Racing Season
Automobiles Expansion Set
By Alderac Entertainment Group

The Automobiles: Racing Season expansion adds multiple elements to the Automobiles base game.
First, players can adopt the role of a driver who has a special power unique to that character. Players can also acquire sponsors during the game, and each sponsor has an array of actions available to them.

Automobiles: Racing Season includes three new tracks, two smaller ones on half of the game board and a larger one on the reverse side of the entire board. Cards are included for these boards and those in the base game, and now players can compete in a season of multiple tracks, keeping their driver for the entire season and (more importantly) keeping their bag intact as they move from one track to another, thereby supercharging the race right from the starting line for each race past the first.

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Oh Captain!
3-6 players, ages 8+, 15-30+ minutes
By Ludonaute

Our intrepid adventurers have sailed on a journey, finding the hidden cave of a mythic monster. There are so many strange things there! The Captain allows the crew to search through the place and bring back to him what they have found, but by bluffing the Captain, they will try to keep the best part of the loot for themselves...

In Oh Captain!, an asymmetric game of changing roles, an adventurer must offer the loot cards they draw to the Captain, telling the Captain something about what the cards contain but not necessarily speaking truthfully. Indeed, some cursed objects can't be spoken of at all by the adventurers.

The Captain, who is safe from being attacked by objects, decides whether the crew member can keep the loot or not, and if the Captain turns down the offer, the crew member can decide to use an object against another adventurer. The latter player can overcome this by calling out a lie, winning or losing a coin based on who is right. The role of the Captain can be claimed by any adventurer who is richer than the Captain, and in the end the richest adventurer wins the game.

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Flip City: Wilderness
1-4 players, ages 13+, 30-50+ minutes
By Tasty Minstrel Games

Flip City: Wilderness is a standalone sequel to the hit mircrodeckbuilding game, Flip City. It can be played by itself, or combined with the original for more variety.

The citizens of Flip City want to get away from it all. It's up to you to develop the perfect retreat for your citizens. But be careful, develop too quickly and it will feel too much like home!

In this deck-building game, you have no hand at all; instead, you play cards directly from the top of your deck. Winning the game requires delicate strategies...and some luck as well!!

A turn consists of two phases: card playing and building.

Players play cards directly from the top of their deck and may choose to continue unless they have three "frown-face" icons in play, which ends their turn immediately. When they choose to stop, they move to the building phase.

During the building phase, a player can use the coins gained from their previously played cards to buy a new card or to upgrade a card in their personal discard pile. To upgrade a card, pay the cost and flip it over; upgraded cards remain in the discard pile.

Since all cards in this game are double-sided, be careful not to flip them over accidentally when placing cards into your discard pile or when shuffling your deck. It works best when you hold your deck in your hand while playing.

Whenever a player gains eight or more VP during a single card playing phase, the player wins immediately!

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Flag Dash
2-4 players, ahes 8+, 30-40+ minutes
By UltraPro

In Flag Dash, you play as one of several childhood friends who promised to play their favorite pastime again after they "grew up." Secretly plan your moves to outmaneuver the opposing team in an exciting game of capture the flag! Will your opponents ruin your plans, or will you return home victoriously with the flag?

Choose from 6 fun characters with unique player powers and beautiful illustrations, including the Wanna-be Ninja, Modern Cowboy, & Crazy Cat Lady! No two games are alike since there are many gameplay variations.

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Ascension: Gift of the Elements
1-4 players, 30-60+ minutes
By Stone Blade Entertainment

Ascension is a deck-building game in which players spend Runes to acquire more powerful cards for their deck. It offers a dynamic play experience where players have to react and adjust their strategy accordingly. Each player starts with a small deck of cards, and uses those cards to acquire more and better cards for their deck, with the goal of earning the most Honor Points by gaining cards and defeating monsters.

Ascension: Gift of the Elements is the eleventh standalone game in the Ascension series, although the game can be combined with other titles for play with up to six players. This set sees the return of Events from Storm of Souls and Immortal Heroes; Events enter the game via the center deck and create an immediate impact for all players. However, unlike in previous sets, Events can now be acquired and transformed into powerful Hero cards.

This set introduces two new mechanisms: infest and empower. Infest allows you to mess with an opponent's deck, forcing them to draw useless cards. This gameplay feature can slow down a player that jumps out early and introduces a strategic element not seen in previous sets. Players can counter this infestation through Empower cards. When the player acquires an Empower card, they may banish a card played that turn (i.e., using the card, then eliminating it). This added flexibility creates a lasting impact in each game.

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Picassimo
3-6 players, ages 8+, 30+ minutes
By HABA

Everyone is an artist! In Picassimo, the markers will be cheerfully brandished and true masterworks created by exchanging individual sections. But wait a minute! Is that supposed to be a goblin? Or rather a chicken? The player who can draw well and also keep one step ahead by guessing correctly, collects the most points and wins the game!

1. All the players draw at the same time.
Each player secretly chooses a term from their card and draws it on their erasable drawing board.
2. Is everyone ready?
Then a transformation card is turned up. It will show which sections of each artwork are to be exchanged.
3. Picassimo!


Who can recognize what the other players have drawn?

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H.I.D.E: Hidden Identity Dice Espionage
3-5 players, ages 8+, 30+ minutes
By Mayday Games

Real or fictional? It's not clear, but in the world of secret agents exists a legendary figure. He never failed any mission, and no enemies who met him could avoid facing death. No matter how trivial missions are, he is the sole agent who carries them through. For this reason, he was given a secret code name: The Legend.

Today the world's secret agents are up to surpass him. However, all of them are well aware that in this field, they are not the only competitors. Therefore, you need to choose wisely. Will you quickly raise your rank by eliminating competitors, or will you safely complete your mission by tightly hiding your identity and gathering money? But as with all things, not only your skills but a good dose of luck is needed to succeed. Indeed, which fate will bring the dice today upon the secret agent that you are?

H.I.D.E.: Hidden Identity Dice Espionage is a spy-themed dice game based on a deduction mechanism. By combining the information disclosed as the game goes on, try to find out other player's identity while hiding your own and gathering intel cards that are displayed in the middle of the play area. Each round you can choose by picking a die if you want to stay in the shadows or if you want to reveal some information about your identity while having the possibility to eliminate another spy. Whoever gathers the most money through intel cards or becomes the Legendary Spy wins.

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Reef Route
2-4 players, ages 5+, 15+ minutes
By Brain Games

One moment, you’re a happy tropical fish, swimming with your friends in the beautiful coral reef, then suddenly a rip current picks you up and flings you far from the safety of your home. Taking in your new surroundings, you notice something approaching you from the distance... A group of sharks has appeared in your path!

Reef Route is a thrilling game about life in the ocean, in which players help small tropical fish travel to the reef and escape from predators. The game is for two to four players aged five years and up and takes about 15 minutes to play. The movements of the little fish teach kids to think strategically – after all, nobody wants to be eaten!

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Kronia
2-5 players, ages 14+, 20+ minutes
By Cool Mini Or Not

It's time for a new leader to be selected by the gods to lead the nation. To help sway their decision, players must make offers to win their favor.

In Kronia, favor tokens are placed in three different temples, then players will make secret offers to these temples over the course of twelve rounds. Everyone starts with the same offer cards, so they must anticipate which Gods other players want to please. Deciding when to spend the more appealing offers and when to hold off can be the difference. In the end, the player with the most points from their favor tokens will be chosen to lead the nation into the future.

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Meduris
2-4 players, ages 10+, 75+ minutes
By HABA

Following the call of the gods, the players settle at the base of mountain Meduris. Building huts, bringing offerings to the druid, gathering precious runestones, and building monumental temples is the only way to earn the favor of the gods in Meduris.

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Purrrlock Holmes Furriarty’s Trail
2-5 players, ages 10+, 30+ minutes
By IDW Games

Furriarty is terrorizing London, and it's up to Purrrlock Holmes to stop him before he completes his plans and escapes! However, Purrrlock cannot do it alone and you, as a newly inducted Inspector at Scotland Pound, must help bust members of Furriarty's gang in order to help Purrrlock get closer to the bewhiskered baddie that's been bullying all of Baker Street.

In more detail, each player in Purrrlock Holmes: Furriarty's Trail draws a hidden suspect card. Players take turns making guesses using a "clock" mechanism about their unknown suspect’s identity. The other players (who can see every suspect but their own) will tell you whether you've got a lead on your suspect; if not, it's a dead-end. Figure out enough leads to deduce the suspect's identity, and you get to snag a clue that leads to Furriarty. Each clue is labeled with a variable number of victory points. Every round, Furriarty pads his way closer to escape, putting tension on the players to guess — quickly! — to solve the case. If you can deduce enough suspects and collect enough paw print tokens, you may be able to overtake Furriarty before he scrams.

Get ready, Inspector, as the game is officially afoot — or a-paw, if you will...
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Star Wars Clue
3-6 players, ages 8+
By Hasbro

It's the Clue game transported to the world of Star Wars. In this game, it's a period of civil war, and players have managed to sneak onto the Empire’s ultimate weapon, the Death Star! Be the first player to find out which planet Darth Vader plans to destroy next, which room the Death Star plans are hidden in, and which vehicle is the correct escape vehicle. The cards revealing the correct planet, room, and vehicle are placed in the mission folder at the beginning of the game -- no one sees what these are until the end. The player who correctly identifies what's in the folder wins!

Includes 6 Star Wars character pawns, 5-piece cardboard gameboard (bottom level, back wall, 2 supporting walls, top level), mission notepad, die, 6 vehicle tokens, 6 planet tokens, mission folder, 21 Clue cards (red deck), 19 corridor cards (black deck), and game guide


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MINIATURES & MINIATURE GAMES

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TravelBattle
Core Box Set
By Perry Miniatures

TravelBattle is a complete table top miniatures game in a box.

It is intended for gamers who have limited space, or those who are travelling on a long journey or holiday and need a gaming fix!


All the playing pieces are made of coloured plastic, and include two 3 dimensional green terrain boards with separate woods, grey buildings and red and blue armies. The size of the miniatures is 8mm.


The two terrain boards are designed to be placed together on any edge, giving the potential for 16 different battlefields. The 1" grid marked on the boards excludes the need for rulers to be used in the game.


The simple rules system should allow a game to played within an hour.


The two armies are generic Napoleonic forces of equal size and composition which make up three brigades for each side. There is a simple painting guide in case you which to enhance your armies and terrain boards.



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WARGAMES

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13 Minutes
2 players, ages 10+, 13+ minutes
By Jolly Roger Games

Play the Cold War in 13 minutes.

13 Minutes: The Cuban Missile Crisis is a card-driven microgame with tough decisions. Playing as either Kennedy or Khrushchev, your aim is to exit the Cuban Missile Crisis as the most powerful superpower. During the game you play only five strategy cards that you use to place Influence on battlegrounds to score majorities or manipulate battlegrounds. Each card you play turns into a new battleground, so the "world map" is ever-changing. Be careful because each decision is important and you may trigger global nuclear war!

13 Minutes, a sequel of sorts or different take on 13 Days, builds on the classic microgame genre heralded by Love Letter, but 13M uses the card-driven game mechanism to ensure that the five cards you play each game all adds up to agonizing choices!

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Folio Series: Zama – Hannibal vs Scipio
2 players
By Decision Games

Zama is a simulation of the climactic battle of the Second Punic War: the decisive struggle between the Roman Republic and Carthage for control of the Western Mediterranean.

The war began in 218 BC, with the Carthaginians led by Hannibal, one of history’s greatest commanders. The two nations clashed for over a decade, with each experiencing triumphs and defeats. Following the Battle of the Great Plains in 203 BC, a ceasefire was negotiated. It was broken following a Carthaginian attack on a stranded Roman fleet in the Gulf of Tunis. Determined to finally win the war, Roman General Scipio Africanus led an invasion force into North Africa, the Carthaginian homeland. The opposing armies met near the town of Zama. Despite being outnumbered, the Romans were able to defeat the Carthaginians. With that victory the Romans had effectively won the war.

Zama is part of DG’s Battles of the Ancient World series, that emphasizes simple but realistic design features to show critical aspects of classical era combat. Special rules for leadership, missile fire, and elephants are included.


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COLLECTIBLE CARD, MINIATURE & DICE GAMES

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Mega Tyranitar EX Premium Collection
Pokemon TCG Expansion
By Pokemon​


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.
 

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JesterOC

Explorer
Can't wait for my Physical Copy of Dresden files to arrive. Snail Mail hosed me and apparently it took a slow boat from Indiana to California. Been running it via the PDF for the longest time, but it will be nice to have a handy book at the table.
 

jimmifett

Banned
Banned
I've had Paranoia for about a month now, I should open and go through it.
Shame dresden is a fate-based product. I still can't figure out it's stupid mechanics. Savage Worlds is a much better system, tho with Genesys on the horizon....
 

JesterOC

Explorer
I've had Paranoia for about a month now, I should open and go through it.
Shame dresden is a fate-based product. I still can't figure out it's stupid mechanics. Savage Worlds is a much better system, tho with Genesys on the horizon....

Have you read the Fate accelerated rules? It does not get simpler than that? Four possible actions. Four results for each. Very simple rules that open the world of opportunities.

https://fate-srd.com/fate-accelerat...ches#actions-&-outcomes-the-30-second-version
 

jimmifett

Banned
Banned
Have you read the Fate accelerated rules? It does not get simpler than that? Four possible actions. Four results for each. Very simple rules that open the world of opportunities.

https://fate-srd.com/fate-accelerat...ches#actions-&-outcomes-the-30-second-version

Nope, bc Dresden doesn't use that, so there'd be even more confusion.

Maybe one day someone will run a game for me and lay it out concisely, but I haven't found anyone to do it and the videos i've found online aren't very helpful either. Til then, in my book, Fate is a write off as a system, tossed in the dumpster bin of history next to other junk systems like FATAL.
 

JesterOC

Explorer
Dresden Files Accelerated does use those rules. Dresden Files RPG did have very complicated magical rules, DFA does not. It captures all of the feel with none of the complexity.

Attack
Player: I create a massive jet of flame to burn the ghoul!
GM: Roll the dice and add your forceful approach
Player: So that is 0 plus 3 for forceful so 3!
GM: The ghouls tries to dodge out of the way and gets a 2. He takes 2 stress.
Done
 

John Bonar

Villager
Dresden Accelerated is really darn good, if your wanting to take some of the complexity of the rules out and focus on story this is the way... Deffiately a great product.
 

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