New Releases In Stores This Week : 24th July 2017

A rundown of the New Releases that should be hitting games stores this coming week! Board games, card games, RPGs and Wargames... 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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Wilderland Adventures
Adventures in Middle Earth Supplement
By Cubicle 7 Entertainment

"There are no safe paths in this part of the world. Remember you are over the Edge of the Wild now, and in for all sorts of fun wherever you go."

A failed robbery, the daring of two Hobbit brothers, a terrible crime, the flight of the Elves, the affairs of Wizards, black treachery, an ancient threat - seven stories to be told in the Twilight of the Third Age. Seven adventures need a company of heroes to undertake them.

Wilderland Adventures contains seven ready-to-play adventures, complete scenarios that can be played separately, or as an epic campaign spanning across a number of years. All adventures are set in the years after 2946, and take place in Wilderland.

A wealth of background material expands the setting information contained in the core Guides for Adventures in Middle-earth, the newest fantasy roleplaying game based upon The Hobbit and The Lord of the Rings, the world-renowned masterpieces written by J.R.R. Tolkien.

Will you dare enter the great forest of Mirkwood, journey under the shadow of the Misty Mountains, visit the house of Beorn, follow the River Anduin down to the Gladden Fields, or climb the Grey Mountains to look upon the Withered Heath?

Wilderland Adventures contains the adventures previously released as Tales from Wilderland for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the OGL rules.

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Vault of the Onyx Citadel (Ironfang Invasion 6 of 6)
Pathfinder Adventure Path #120
By Paizo Publishing

Assault the Vault!

For months, the merciless Ironfang Legion has struck out against humanity from its impenetrable, otherworldly Onyx Citadel! But now in possession of a key to this stronghold, the bold adventurers must rally their allies, breach the barrier between worlds, tame an alien wilderness, and finally bring the fight to their hobgoblin conquerors! Can the heroes best the Legion's most devious commanders, including the unparalleled warrior-general Azaersi, or will they fall as readily as their homeland before hobgoblin blades?

This Pathfinder Adventure Path volume concludes the Ironfang Invasion Adventure Path.

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Ironfang Invasion Poster Map Folio
Pathfinder Supplement
By Paizo Publishing

Pierce the Fog of War!

Visit the wonders of nature and stone with the Ironfang Invasion Poster Map Folio! Chart the merciless advancement of the Ironfang Legion and your struggles against it across three maps designed for use with the Ironfang Invasion Adventure Path.

These huge, lavishly illustrated maps depict major locations from the Ironfang Invasion Adventure Path. Marvel at the natural wonders and rugged beauty of southern Nirmathas and the Fangwood Forest, where most of the campaign's action takes place. Explore the underground dwarven city of Kraggodan, where the players seek allies and precious lore. Chart the otherworldly Vault of the Onyx Citadel, a fantastic realm that's home to bizarre and alien beasts and secreted away from the world behind colossal stone walls.

Whether you need a rugged wilderness, an urban stronghold, or a cavern or valley cut off from the rest to the world, these beautiful maps are the perfect resources for the Ironfang Invasion Adventure Path or any fantasy campaign.

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Blood of the Sea
Pathfinder Companion
By Paizo Publishing

It Came from the Sea

Whether from the dark depths of the ocean or azure tropical seas, heroes rise from beneath the waves. Pathfinder Player Companion: Blood of the Seaexplores the mystical paths and strange abilities of sea-born adventurers. Discover the secrets of aquatic elves, gillmen, merfolk, tritons, and more. New magic items and spells aid aquatic characters and land-dwelling characters alike. A host of new archetypes, feats, and other options allow you to infuse your character with the power of the sea. Dive into Blood of the Sea and discover oceans of possibility!

Inside this book you'll find:
· Archetypes for a variety of classes, such as the coral witch and the kraken slayer paladin, as well as a new cavalier order and bardic masterpieces, useful for characters in aquatic campaigns.
· Rules for playing nonstandard races like cecaelias, locathahs, and tritons, along with a collection of gear both magical and mundane that can help your heroes in the world beneath the waves.
· Advice on what to consider when your land-dwelling character must explore the depths, and tips on how aquatic characters can overcome the daunting challenges of adventuring on land.

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Arcane Library
Pathfinder Flip Mat
By Paizo Publishing

Lost in the Stacks

Brave the secrets of the stacks with Pathfinder Flip-Mat: Arcane Library. Each side of the Flip-Mat features a view of an ancient, mysterious trove of knowledge. One side displays a vast and complex library of arcane tomes, complete with study areas and other displays, while the other shows a series of magically separated practice and experimental spaces. This portable, affordable map measures 24" × 30" unfolded, and 8" × 10" folded. Designed for experienced GMs and novices alike, and usable with both dry erase and wet erase markers, Pathfinder Flip-Mats fit perfectly into any Game Master's arsenal!

Get to the game faster with Pathfinder Flip-Mat: Arcane Library, and be ready next time your players seek out dangerous knowledge!

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Heroes & Villains Pawn Collection
Pathfinder Accessory
By Paizo Publishing

Bring legions of memorable characters to your tabletop with this collection of more than 100 character pawns for use with the Pathfinder Roleplaying Game or any tabletop fantasy roleplaying game! Printed on sturdy cardstock, each pawn contains a beautiful full-color image of a character, perfect for use as a hero, an enemy, or your next character, whether it's an elf, a dwarf, or something far stranger. Each cardstock pawn slots into a size-appropriate plastic base from any of the Pathfinder Pawns: Bestiary Box collections, making them easy to mix with traditional metal or plastic miniatures. The Heroes & Villains Pawn Collection is the best way to ensure you've got the perfect character for every Pathfinder Roleplaying Game encounter!

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The Veil
Core Rulebook
By SJK

The room flickers in front of you for an instant like a PMP losing reception. You hear the hammer snap back on a cheap poly and you can almost smell the ozone as the bullet glides out of the chamber. The window flies apart in shatterproof shards the size of disembodied limbs. Your neurochip feeds you the trajectory of the unequivocal sentence of death speeding your way as your eyes swivel in their machined sockets. Juice crashes through your veins. You've only got a split second to make a move. What do you do?

The Veil is a collaborative storytelling game Powered by the Apocalypse designed to tell cyberpunk stories of your own making. Use world building tools to come up with unique settings that look and feel like the cyberpunk you and your friends have always wanted. Put questions that drive your characters at the heart of heists, mysteries, and conspiracies. Break a near future world and then try to put it back together. Play to find out what happens.

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Freeport Bestiary
Pathfinder Sourcebook
By Green Ronin Publishing

The world of Freeport is a perilous one, as any swab can attest. Sailors face monsters like ocean wyrms and sail dragons, explorers must deal with ghost eaters and harpoon crabs, and city dwellers may be surprised by burnlings and flayed men. You’ll find all these creatures and many more in the Freeport Bestiary for the Pathfinder Roleplaying Game!

This 180-page full color sourcebook includes a wide variety of threats, from classic Freeport adversaries like serpentmen and fire spectres to new monsters like corsair drakes and witch beasts. It’s the perfect complement to Freeport: The City of Adventureand can be used to add spice to any Pathfinder Roleplaying Game campaign.

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Narrator’s Kit
Blue Rose Accessory
By Green Ronin Publishing

The Narrator's Kit is a key accessory for your Blue Rose RPG series. It features a three-panel hardback screen with all the essential game info you need at the game table, and a booklet with 7 optimizable pre-generated characters. It also includes 4 quick reference cards that put the stunts and actions at your fingertips, and a combat tracker that you can write on with wet or dry erase markers. The Narrator’s Kit is the perfect complement to the Blue Rose RPG and will help you kick off your game with style.

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Demon Cults & Secret Societies
Pathfinder Supplement
By Kobold Press

Demon Cults & Secret Societies brings 13 nefarious organizations to your tabletop game, each with its own sinister agenda. Their plots range from the conquest of nations to daring heists of the greatest of treasures, from redefining the nature of truth to extinguishing the sun itself!

Compatible with the Pathfinder Roleplaying Game, Demon Cults & Secret Societies contains:
· 13 deadly cults and secret societies, including the Burning Rune, the Chosen of the Demon Bat, and the Creed of All Flesh
· A complete toolkit to introduce these cults to your players with minimal effort, while leaving you the flexibility to design your own encounters
· Each cult's beliefs and agenda, with complete stats for their top leaders—most in a diverse range of levels, to reflect masterminds and lieutenants
· Three tiers of acolytes, soldiers, and minions to oppose PCs of every level
· Adventure seeds with cultist plots and schemes, from CR 1 skirmishes to epic career-ending challenges as high as CR 17
· New cult-related artifacts, spells, magic items, feats, monsters, vehicles, and more!

Great campaigns need worthy villains. Discover conspiracies, plots, and mayhem to thrill and entertain your players for years!

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Demon Cults & Secret Societies
D&D 5th Edition Supplement
By Kobold Press

The Villains Have Arrived!

Demon Cults & Secret Societies brings 13 nefarious organizations to your tabletop game, each with its own sinister agenda. Their plots range from the conquest of nations to daring heists of the greatest of treasures, from redefining the nature of truth to extinguishing the sun itself!

Compatible with the 5th Edition of the world's first roleplaying game, this volume contains:
· 13 deadly cults and secret societies, including the Burning Rune, the Chosen of the Demon Bat, and the Creed of All Flesh
· Each cult’s beliefs and agenda, with complete stats for their top leaders—most in a diverse range of levels, to reflect masterminds and lieutenants
· Acolytes, soldiers, and minions to oppose PCs of many levels
· Adventure seeds with cultist plots and schemes, ranging from low-level skirmishes to epic, career-capping challenges New cult-related artifacts, spells, magic items, feats, monsters, vehicles, and more!

Great campaigns need worthy villains. Discover conspiracies, plots, and mayhem to thrill and entertain your players for years!

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Veins of the Earth
Lamentations of the Flame Princess Sourcebook
By LotFP

THE ENDLESS DESCENT
At the deepest point of the dungeon, behind the throne, beyond the rooms where the battles took place, after everything is done and the enemy dead, there is a crack. A black empty space where the wall joins the stone floor, a foot and a half high and three wide. A breeze comes out. You’d never notice it. You could lie on your belly and fit inside.

IT NEVER ENDS
You have existed, up to this point, on the illusion of a plane, bordered by mountains, rivers, seas or the politics of maps, and this life has been a lie. Its borders are made up, its seas are gateways, its mountains are cradles of deep life. There is no plane.

You were raised within a history running back through recorded time, written in ink, carved in stone, scooped from clay, hidden in songs. Your primal myths are an eye-blink of the memory of that place. Your history is a candle burning out.

The real world, the deeper, more true world, is bordered only by light above and fire below, and perhaps not even by that.

When you loathe gold for its weight and count your wealth by a radius of illuminated rock and think yourself lucky to do so, then you have passed into the VEINS OF THE EARTH.

Expertly written and profusely illustrated by the veteran team of Patrick Stuart and Scrap Princess (Deep Carbon Observatory and Fire on the Velvet Horizon), VEINS OF THE EARTH is the most important and comprehensive guide ever published for gaming in the depths of the earth. Included in this essential work:
· A detailed survey of over fifty new monsters and a half dozen cultures that lurk in the Veins.
· Procedures for Referees to generate both small and large-scale maps and locations within.
· Expanded rules for players navigating a realm that has never seen the sun.
· Full descriptions of the different types of light and the different types of dark.
· The worst kinds of fear, madness, and nightmare.

VEINS OF THE EARTH is a setting sourcebook for Lamentations of the Flame Princess: Weird Fantasy Role-Playing and other traditional role-playing games.

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Abstract Dungeon
Core Rulebook
By Sneak Attack Press

A dwarven princess on a quest to reclaim her throne.

A brave but dim warrior who decides to become a wizard after finding a wand with a mind of its own.

A talking monkey with a magical bubble pipe who searches for the banana of gold.

You can tell all of these stories and many more when you play Abstract Dungeon. Abstract Dungeon is quick and simple roleplaying game built around a resource spending mechanic. It gives you control over whether and how your character overcome obstacles in your path. The question is not whether you make your roll, but whether you are willing to pay the price.

The biggest difference between Abstract Dungeon and other roleplaying games is that you roll your all your dice at the start or the adventure, then spend your dice to overcome challenges. You can always win, provided you are willing to spend the resources.

You then need to describe how you overcame the challenge based on the source of the die you spent. If you spend a die from your Toughness pool, it could represent anything from punching a goblin in the face to holding your liquor, while spending a die from Intellect could represent casting a spell or presenting a logical argument.

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Dungeon Crawl Classics RPG Quickstarter Rules
Quickstart Rules
By Goodman Games

These starter rules were written specifically to introduce judges and players to the DCC RPG system. In some areas, rules have been condensed and simplified. These rules will serve primarily to get characters through their first level 0 adventure and their first level 1 adventure. Although the rules go up to level 2, for the full DCC experience and play at levels up to 10th, please refer to the Dungeon Crawl Classics RPG rulebook!

This book includes two adventures! You get the enduring classic Portal Under the Stars 0-level adventure for new players, plus in a flip-book format, an all-new level 1 adventure, Gnole House by Michael Curtis, inspired by the works of Lord Dunsany and Margret St. Clair who first wrote of the creature called the “gnole,” which Gary Gygax later evolved into the better-known gnoll!

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The Blue Book (Theater Knights Campaign Part 2)
The Dark Eye Adventure
By Ulisses

At the behest of the Temple of Efferd in Neersand, the heroes set out to escort a legendary artifact of the Theater Knights to Aftermire. A routine delivery soon turns into a mystery when the heroes come across a brutal murder committed by power-hungry cultists. The villains' trail leads to the monastery in Korswandt where the Church of Praios locks away nobles who suffer from madness… or worse.

Fighting their way through cunning Norbards, silent monks, and patients possessed by evil spirits of the dead, the heroes uncover a shocking secret. Now they must race against time to stop a dark ritual and prevent a massacre with dire consequences for the future of Aventuria.

In this second installment of the Theater Knights Campaign, the heroes learn the identity of their true enemy and begin to learn of his dark plans. You need the The Dark Eye Core Rulebook and the Aventuria Almanac to play. The Blue Book may also be played as a stand-alone adventure.

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Aventurian Bestiary Card Pack
The Dark Eye Supplement
By Ulisses

Horrifying and deadly monsters lurk in the forests, swamps, and jungles of Aventuria. To creatures such as these, heroes are little more than food, and the unwary may fall prey to venomous fangs, razor-sharp claws, or worse.

The Aventurian Bestiary TDE Card Pack includes handy reference cards for all the monsters from the Aventurian Bestiary and the Dark Eye Core Rules. Each creature card features complete stats and a full-color illustration to enhance play. Additional cards cover creature special abilities!


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BOARD & CARD GAMES

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Ticket To Ride: Germany
2-5 players, ages 8+, 45+ minutes
By Days of Wonder

Ticket to Ride: Germany is a standalone game in the Ticket to Ride series. Over the course of the game, players collect cards in order to then claim routes on the game board between two cities. Ideally the players create a network of routes that connect the cities showing on their secret ticket cards. Players score points both for claiming routes and for completing tickets, with incomplete tickets counting against a player's score.

In addition to scoring points for tickets, whenever a player places a route on the board, they claim a passenger from the two cities that form the endpoints for that route (assuming that the passengers have not already been claimed). At the end of the game, whoever has the most passengers of each of the six colours scores 20 points for that colour; whoever has the second most passengers in a colour scores 10 points. Whoever has the most points at the end of the game wins.

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Whims of the Sultan
Five Tribes Expansion
By Days of Wonder

The Sultanate of Naqala continues to flourish, and the new Sultan has founded five fabulous cities to take advantage of this time of prosperity — but these cities have attracted more competitors than grains of sand in the desert and the fate of the Sultanate will once again lie in the hand of the five tribes and the powerful Djinns.

Five Tribes: Whims of the Sultan contains all the components needed to play five-player games of Five Tribesand introduces new fabulous cities tiles. Visiting these cities gives players opportunities to win glory as they fulfill excessive requests from the Sultan by completing "Whim of the Sultan" cards. Fierce competition is to be expected, as controlling these tiles can be a major contributor to a player's final score.

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Beyond The Black
Tiny Epic Galaxies Expansion
By Gamelyn Games

Your galaxies have expanded to the extent of known space. You overlap with your rivals and fight tooth and nail for fertile planets. Now it is time to extend the horizons. Now it is time to upgrade your ships to the limits of today’s technology, and ready them with the brave pilots. Now it is time to go beyond the deep blackness of space into the truly unknown universe…

In Tiny Epic Galaxies: Beyond the Black, players have access to four new ships that they can upgrade their original ships to. To do this, they will need to hire specialized pilots. There are many pilots to hire, each possessing a unique special ability. Pilots are also specialized in what ships they are trained to use. Hiring the right pilot for a ship reduces that pilot's cost. The more ships a pilot is specialized in, the weaker their special ability is. Pilots are hired by spending unused dice that correspond with the four different ship types, and are worth victory points during play. Pilots are shuffled into a deck and splayed out like planets.

Additionally, Tiny Epic Galaxies: Beyond the Black introduces a press-your-luck exploration option for players. This allows players to venture beyond the planets and into deep space where they might encounter dwarf planets worth victory points, or rare materials that yield resources... or they may encounter cosmic threats like solar storms, black holes, and even supernovas. Either way, exploring deep space provides a player with exploration badges. These badges are tallied up at the end of the game and players are rewarded bonus victory points based on who has the most of a certain badge type. They are four types of badges to collect.

Tiny Epic Galaxies: Beyond the Black also comes with additional planets and new and exciting secret missions to explore!

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Medici : The Card Game
2-6 players, ages 10+, 30+ minutes
By Grail Games

Medici: The Card Game is a new design by Reiner Knizia that shares the setting and feel of the classic Medici board game, without using that game's auction mechanisms.

In 15th century Florence, players try to acquire the most valuable goods for their merchant ships by drawing 1-3 cards from a common deck each turn. After drawing, the active player must take the final card they drew and may select one or both of the previous two cards drawn (if available). They then load these commodity cards on their boat. Cards that are not taken remain available to future players. Once a player's boat is full (seven cards with two players, five cards with 3-6 players), they are out of the round and the day is scored.

Players score points for the value of their ships' holds, but also for the number of commodities of each type that they have stored in their warehouse. The highest earning merchant over three days wins the game. Some cards do not take up space on ships, while others contribute to the value of a hold, but cannot be stored in warehouses.

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Nights
Sunrise City Expansion
By Game Salute

Sunrise City: Nights!, the first full expansion for this much loved game. Isaias Vallejo, the designer, set out to bring a little bit of the night-life and casino flavor to the base game and to add a couple of fun mechanics to what many have called a "New Classic" board game.

The Sunrise City: Nights! expansion gives you more of what you love most in the base game.
· The 16 new Role Cards give you more customizable player powers and more options for bending the rules to your advantage.
· Two new meeple Roles have a familiar feel but their ability to roam through the city gives you new options to block your opponents.

The silver Benchmark Tokens are worth 5pts each so you'll never run out of stars.
Nights! also introduces two new game systems to enhance the game and add a casino-feel to your city-building adventure.
· Each player starts the game with a set of five special One-Zone Building (OZB) Tiles that they can play over the course of the game. They play just like any other Building Tile but their size lets them fill in isolated zones or fit neatly onto the edge of a growing skyscraper. OZBs also present new scoring methods based on the current configuration of the city so their potential effect on your score and the city itself, is different each time they're played.
· The Fortune Die is a six-sided die with the red, green, blue and yellow on four sides and purple on two sides. Certain Role Cards and new Building Tiles use the Fortune Die to create a casino-feel with probability-base rewards.

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Catch The Moon
2-6 players, ages 6+, 20+ minutes
By Bombyx

All you need in Catch The Moon are a few skillfully placed ladders, a good sense of balance, and a touch of imagination. The moon waits impatiently for your arrival, but she's a sensitive lady and the smallest mistake can make her cry. The right mix of skill and luck will help you become the most agile dreamer...

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The Godfather: Corleone’s Empire
2-4 players, ages 14+, 75+ minutes
By Cool Mini Or Not

Running an up and coming criminal organization is no easy task. You have to surround yourself with people you can trust, complete jobs to bring in money, and spend it wisely on bribing city officials. It doesn’t help that you’re competing with other aspiring crime families, each looking to grab a piece of the pie in 1940s New York City. In The Godfather: Corleone’s Empire, you’re trying to earn enough money so that your organization is in a position to take over control of the city if Don Corleone were ever to meet with an unfortunate accident. Plan your actions carefully, fight for control of your turf, and above all, trust no one, not even family. If you’re able to be the richest mobster at the end of the fourth act, you’ll become the new Don. Enjoy it while you can. It’s never long before a new young mobster will come gunning for you and you might end up facedown in the Hudson.

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Cartagena 2nd Edition
2-5 players, ages 8+, 45+ minutes
By Rio Grande Games

Cartagena takes as its theme the famous 1672 pirate-led jailbreak from the fortress of Cartagena. Each player has a group of six pirates, and you want to be the first to have all six escape through the tortuous underground passage that connects the fortress to the port, where a sloop is waiting for them.

To move a pirate, you need to play a card from your hand. Each card bears one of six symbols (gun, rum, parrot, etc.), and when you play a card, you move one of your pirates forward to the next matching symbol in the tunnel, leapfrogging over matching symbols where another pirate already stands. The only way to get more cards, however, is to move backwards; more specifically, you move one of your pirates backwards to the first space that holds one or two pirates, drawing one or two cards after doing so. Each turn, you take 1-3 actions, whether moving forward or backward or both. When you move a pirate to the end of the track, it jumps on the sloop where it must await the other pirates in its crew. With every step toward victory, though, you have fewer and fewer pirates to move each turn, possibly locking you in to actions you don't want, so be sure to plan ahead and not leave yourself empty-handed!

This version of Cartagena includes the classic base game mixed with Cartagena 2. The Pirate's Nest and several new variants.

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The Fox In The Forest
2 players, ages 10+, 30+ minutes
By Renegade Game Studios

The Fox in the Forest is a trick-taking game for two players. Aside from the normal ranked- and suited-cards used to win tricks, fairy characters such as the Fox and the Witch have special abilities that let you change the trump suit, lead even after you lose a trick, and more.

You score points by winning more tricks than your opponent, but don't get greedy! Win too many tricks, and you will fall like the villain in so many fairy tales...

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Xia: Legends Of A Drift System
3-5 players, ages 12+, 60-180+ minutes
By Far Off Games

Xia: Legends of a Drift System is a 3-5 player sandbox style competitive space adventure. Each player starts as a lowly but hopeful captain of a small starship.

Players fly their ships about the system, completing a variety of missions, exploring new sectors and battling other ships. Navigating hazardous environments, players choose to mine, salvage, or trade valuable cargo. Captains vie with each other for Titles, riches, and most importantly Fame.

The most adaptive, risk taking, and creative players will excel. One captain will rise above the others, surpassing mortality by becoming Legend!

Customize: Each player begins the game by choosing and customizing a Tier 1 starship. Invest all your money in engines and be a rapid, yet fragile, explorer. Put all your credits into an uber missile and watch other players flee in terror. Get a small engine and save space and credits to invest in buying and selling cargo. Or create a well rounded ship, ready for anything. In Xia, the choice is always yours.

Adapt: The goal of Xia is to become the most famous captain. Completing missions, besting ships in combat, purchasing higher tier ships, selling Cargo Cubes and claiming Titles are all ways that players can earn Fame Points. The best pilots will adapt to their surroundings, making snap judgments and changing plans on-the-fly. If you can think on your feet, you'll do well in Xia!

Sandbox: The real fun of Xia is that each game will be different. There is no set direction of play, players may choose to be peaceful traders, fierce pirates, workers, miners, opportunists, etc. The game board is randomly laid out and explored each time you play. Players might choose not to explore at all, creating a tiny arena for swift and deadly combat, or explore all 19 sectors and have a large play-scape to exploit. It's up to you!

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Xia: Embers Of A Forsaken Star
Xia: Legends Of A Drift System Expansion
By Far Off Games

This is the first expansion for the game Xia: Legends of a Drift System.

In its meandering across the galaxy, the drift system of Xia has come into orbit with a dying star. Once habitable worlds now sit desolate waiting to be ransacked by opportunists, and an unknown cold fills the void. New dangers, hidden treasure, and adventure await in this abandoned system. Uncover the mystery in: Embers of a Forsaken Star

This expansion adds:
· New Sector tiles
· New Mission cards
· New Ships
· A solo campaign
· And much more!

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Evolution: The Beginning
2-5 players, ages 8+, 40+ minutes
By North Star Games

In Evolution: The Beginning, you'll adapt your species to succeed in a dynamic ecosystem where food is scarce and predators roam. Traits like Flight and Horns will protect your species from Carnivores while a Long Neck will help them get food that others cannot reach. With hundreds of ways to evolve your species, every game unfolds in a beautifully unique way.

Evolution: The Beginning borrows ideas and concepts from other games in the Evolution branded product line, but it is a stand-alone game that is not compatible with anything else in the Evolution product line. It is the most casual and quick playing adaptation of the Evolution concept, but it is highly strategic as a two-player game.

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Capitals
Between Two Cities Expansion
By Stonemaier Games

Now at the pinnacle of your career, you are sought after by two capital cities to build their city centers. Not only do you have to consider the natural features that were the reason for their founding, you also need to ensure the civic buildings are appropriately placed, and you must not forget to satisfy the citizens' demands along the way.

Between Two Cities: Capitals expands the base game by adding several new challenges: landscapes, districts, and civic building tiles. This is not a standalone expansion; you need the original Between Two Cities game to play. In more detail:
• Landscape mats give each city a unique layout to build on and around.
• Districts give players a majority bonus for connecting specific types of tiles.
• Civic building tiles are a new type of building tile; each unique civic building wants to be adjacent to two specific tile types (and not one specific tile type).

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Virulence: An Infectious Card Game
2-5 players, ages 8+, 10+ minutes
By Genius Games

Virulence: An Infectious Card Game is an addictively quick and simple card game focused on viruses infecting a host cell - and how they assemble and replicate inside that host cell.
Virus has players take on the role of viruses competing to infect a host cell in order to replicate their own viral components, thus scoring points.

Each round, players secretly choose one Virus card from their hand, place it face down on the table, then simultaneously flip these Virus cards to reveal each player's (and thus each virus') virulence. In order from the highest to the lowest virulence, players then take turns selecting from the available Viral Component cards, each awarding points in a variety of ways, or allowing that player to build their hand of Virus Cards allowing them to win critical components later.

Virus is addictively simple and competitive because it combines blind bidding/bluffing, with engine building, a bit of luck and, most importantly, it can played be taught in 30 seconds, and played 10 minutes.

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Awful Fantasy: The Card Game
2-6 players, ages 13+, 30+ minutes
By Awful Fantasy Games

Based on the the unique and absurd humor of Justin and Mitchell Lucas and with gameplay designed by Adam and Brady Sadler (Warhammer Quest: The Adventure Card Game), Awful Fantasy: The Card Game is a casual card game for 2 - 6 aspiring awful authors. Each player takes on the role of a ridiculous author equipped with a hand of awful cards, which are used to either draw fantasy cards or thwart your rival authors.

The goal of the game is to collect a series of fantasy cards to complete your own tale of awful fantasy. Each story must contain at least 3 fantasy cards, including a plot, a protagonist, and an antagonist. The combinations of these cards are diverse, and each play provides a new opportunity for you to tell a tale more awful than your last.

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Pathogenesis
1-4 players, ages 14+. 60+ minutes
By WIBAI Games

Pathogenesis is a deck building game in which players take the role of bacterial pathogens attacking the human body.

The game was developed in partnership with scientific illustrator somersault1824. The game is based on 100% real science and the mechanics were created to mimic how real biology works.

Avid deck builder players will feel at home playing the game as the mechanic foundation was based on several popular deck builders. The mechanics have evolved and mutated during the creation into a game that is quite its own.

The game offers several modes of play including solo play, cooperative, competitive, and team play.

No knowledge of science is required to play but it was developed to enhance the learning of the immune system at the college level.

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Joking Hazard
3-10 players, ages 18+, 60+ minutes
By Breaking Games

From the creators of Cyanide & Happiness comes a card game where players compete to finish an awful comic strip.

The creators said:
"Someone on the Internet once told us that making stick figure comics is easy as hell, and that we were ugly and stupid.
They were right on all counts. So, after crying for a few hours, we created the Random Comic Generator which since its inception in 2014 has entertained millions with its computer-generated comedy.
After a few weeks of playing with the Random Comic Generator, we started to wonder if its hundreds of random panels might lend themselves to a card game, where you compete against your friends to finish a comic with a funny punchline. So we printed out all of the RCG panels and started playing with them."

Draw 7 cards. The deck plays the first card, select a Judge to play the second, then everyone selects a third card to create a three panel comic strip. The Judge picks a winner.

The game includes a deck of 250 unique panel cards - that’s 15.4 million combinations of comics!

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Blutrausch Legion
Rum & Bones: Second Tide Expansion
By Cool Mini Or Not

This full faction expansion for Rum & Bones: Second Tide contains the following:
5x Blutrauch Legion Hero Models
5x Hero Dashboards +1x Crew Dashboard
15x Hero Skill Cards +2x Crew Upgrade Card
24x Blutrauch Deckhands
6x Blutrauch Bosuns
3x Ship Board (2x "Junker" 1x "Longship"
5x Objective Tiles
10x Blutrauch Legion Base Markers (5x small, 5x large)
1x Blutrauch Legion Tide Deck
4x Blutrauch Legion Deployment Point Tokens

View attachment 86329

Sea Monsters
Rum & Bones: Second Tide Expansion
By Cool Mini Or Not

Sea Monsters box contains re-sculpted miniatures for the sea monsters available in the base game (Sea Dragon and Kraken) and three new monsters.

The new monsters are:
Siren
Avatar of Poseidon
Shell Cracker

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Dale of Merchants
2-4 players, Ages 10+, 30+ minutes
By Snowdale Design

It is an age of great discoveries. New and wonderful items find their ways into the hands of the greatest merchants. And if there ever is a place those traders love, it is the town of Dale.

There’s an extraordinary guild in the Dale founded by the greatest merchants. The tricky part is getting the membership since one must win the annual trading competition to be invited to the guild.

Notable animalfolk merchants from all over the world have gathered in the town to take part in the event. Everyone has only one goal in mind – to be celebrated as the winner and the newest member of the legendary guild.

In Dale of Merchants, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild!

View attachment 86328

Dale of Merchants 2
2-4 players, ages 10+, 30+ minutes
By Snowdale Design

The world has grown smaller. Civilizations around different continents have established independent free trade cities in order to ease trading between distant lands. One of those cities, Yengzuh, is now looking for a new ruler – a new Trade Master.

The post is only open every ten years and the selection of the said individual is no small task. It’s handled by holding a trading competition as it’s in everyone’s best interest to get the best merchant chosen for the job.

All the participating merchants are prestigious, but the competition also tests their ability to deal with unexpected situations. After all, the winner will be responsible of keeping the global prices more fair and stable for years to come.

There are only twelve free trade cities in the world. Yengzuh near Pandala is one of the oldest. The Guild of Extraordinary Traders from Dale promoted the founding of the city after the trade wars in Asia had spread too wide. The city’s harbour has tens of great ships all the time, loading and unloading passengers and cargo.

In Dale of Merchants 2, players take the roles of those participating merchants learning new techniques, trading goods, and managing their stock. The player who first manages to complete their astounding merchant stall wins the game and gets access to the guild!

Dale of Merchants 2 contains six new decks and can be played by itself or combined with the decks from Dale of Merchants. The game includes a new ruleset for four players that introduces team battle! These new rules greatly enhance the four-player experience by adding cooperation between teammates and cutting downtime. These rules can also be used with the original game's six decks.

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Systematic Eurasian Beavers
Dale of Merchants Expansion Set
By Snowdale Design

The Dale of Merchants: Systematic Eurasian Beavers mini-expansion includes one additional animalfolk deck to be used with either Dale of Merchants or Dale of Merchants 2. Beavers' effects happen only after certain triggers, which makes it really important to plan ahead. If you're crafty enough, you can create awesome combos with them.

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The Dingo Ate The Baby
2-5 players, ages 8+, 45+ minutes
By Upper Deck

The goal each day is to collect enough cards within your ranch in an attempt to reach the total value needed for that day, without going over. This seems simple enough, but other players will attempt to sabotage your ranch, using animals, babies, sunlight and darkness to scare, chase, overpopulate, and even eat things within your ranch.


----------------------------------------------


WARGAMES

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Pemberton & Grant: Vicksburg Campaign of 1863
2-3 players
By Worthington Games

A point to point block game that allows gamers to refight the final phase of Grant's 1863 Vicksburg Campaign. 1 Player is Grant and his Army of the Tennessee. The other player commands the armies led by Pemberton and Johnston, which can be split allowing for a three player game.

Gamers can refight the entire campaign in 2 hours or under. Low unit counts, and short turns create great tension, decision making, and high player interaction.

Each game comes with a sturdy card stock map, blocks and labels, dice, short 8 page series rules, and game specific rules.

View attachment 86325

HoldFast: Atlantic 1939-45
1-2 players, ages 13+, 60-150+ minutes
By Worthington Games

HoldFast Atlantic recreates the ship battles contesting control of the Atlantic Ocean during World War II. The navies of Britain and the United States are challenged to keep sea lanes open for its convoys. German U-Boats prowl these waters and German and Italian battleships and cruisers threaten the sea supply lines of the Allies. The great Axis warships Bismarck, Tirpitz and others contest Britain's best while the United States fleet adds its might to the fight as the war progresses. As the Axis player can you cut the sea lanes that supply Great Britain and Russia to win the war? Or as the Allied player, can you overcome the U-Boat menace and Axis naval and air forces to control the Atlantic.

View attachment 86324

HoldFast: Eastfront 1941-45
1-2 players, ages 10+
By Worthington Games

“When Barbarossa commences, the world will hold its breath and make no comment.” – Adolf Hitler.

Now you get the chance to refight the greatest campaign in history as you direct the armies of Germany and Russia from 1941 to the bitter end of World War II. Using blocks with labels as the military units you will maneuver your forces to best destroy those of the enemy.


As the German player you must push rapidly east trying to capture the key cities of Leningrad, Moscow and Stalingrad, not only fighting the Russian army but the winter as well. And as the Russian player you must withstand the German sledgehammer attacks as you trade ground for time, marshalling your forces for the counterattack that will drive the enemy backwards.

Russia ended up winning but history did not have to end like this, can you do better?

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HoldFast: Pacific 1941-45
1-2 players, ages 13+, 60-150+ minutes
By Worthington Games

HoldFast Pacific has the empire of Japan attempt to control the vast Pacific Ocean. After devastating the United States fleet at Pearl Harbor, the Japanese naval, air and land forces push their conquest across the Pacific. Their only obstacles are weakened Allied forces and time as the Allies recover. Can you as the Japanese player secure a Pacific empire that protects your homeland from your enemies? And as the Allied player can you rebuild your armed forces and mount a counter attack that prevents the Japanese expansion and bring the war to their homeland?

View attachment 86322

Strategy & Tactics 306: Agricola
Magazine + Wargame
By Strategy & Tactics Press

Agricola is a wargame of the campaign fought by Gnaeus Julius Agricola, the Roman governor of Britain (AD 77-85) to conquer northern Britannia (modern Britain). There are two players, the Roman and the Caledonian (the latter actually representing various northern British tribes). Each player has units that represent military formations or tribal warbands. Players move their units, conduct battles and objectives.

Each player has a set of Stratagem markers. Players use these markers to recruit new units, move their forces on the map, and take special actions. Whenever opposing forces are in the same hex, a battle will ensue. Various Stratagem markers can also be used to enhance operations.
Components: One 22" x 34" map & 130 counters

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Battle Pack 1
Band of Brothers Expansion
By Worthington Games

This is a dependent expansion for the Band of Brothers series. It contains a double sided 22"x34" map. Map 27 is of a large hill formation and Map 28 is a winter map with woods and a village.

A counter sheet includes extra counters for really large scenarios as well as new units, including the M26 Pershing and Waffen SS counters.

The Battle Pack includes a mixture of 8 scenarios from small to large.​


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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AngusA

First Post
Not sure why Joking Hazard is on this list. It has been out for a year or more now. Was that spot on the list meant to be an expansion for it instead?

It's only just appeared in UK retail stores this week and I was working off the new releases distribution list from Esdevium Games (one of Europes biggest - if not Europe's biggest - distributors).
 


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