New Releases In Stores This Week : 14th August 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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Starfinder RPG
Core Rulebook
By Paizo

Shoot for the Stars

Blast off into a galaxy of adventure with the Starfinder Roleplaying Game! Step into your powered armor and grab your magic-infused laser rifle as you investigate the mysteries of a weird universe with your bold starship crew. Will you delve for lost artifacts in the ruins of alien temples? Strap on rune-enhanced armor and a laser rifle to battle undead empires in fleets of bone ships, or defend colonists from a swarm of ravenous monsters? Maybe you'll hack into the mainframe of a god-run corporation, or search the stars for clues to the secret history of the universe or brand new planets to explore. Whether you're making first contact with new cultures on uncharted worlds or fighting to survive in the neon-lit back alleys of Absalom Station, you and your team will need all your wits, combat skill, and magic to make it through. But most of all, you'll need each other.

This massive 528-page hardcover rulebook is the essential centerpiece of the Starfinder Roleplaying Game, with rules for character creation, magic, gear, and more—everything you need to play Starfinder as either a player or Game Master! The next great adventure in science-fantasy roleplaying takes off here, and the Starfinder Core Rulebook is your ticket to a lifetime of adventure amid the stars!

Inside this book, you'll find:
· All of the rules you need to play or run a game of Starfinder.
· Seven character classes, from the elite soldier and stealthy operative to the physics-hacking technomancer and mind-bending mystic.
· Character races both new and classic, from androids, insectile shirrens, ratlike ysoki, and reptilian vesk to the dwarves and elves of the distant future.
· An in-depth exploration of the Starfinder setting, including its planets, gods, factions, and threats.
· Hundreds of weapons, spells, technological gadgets, magic items, and other options to outfit any character.
· Complete rules for starships, including customization and starship combat.
· Rules and tips on using Pathfinder RPG content with Starfinder.

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Incident at Absalom Station
Starfinder Adventure Path @ Dead Suns 1 of 6
By Paizo

A Ship Without a Crew

When a brutal gang war breaks out on a docking bay in Absalom Station, the player characters are recruited by the Starfinder Society to investigate the unexpected bloodshed. Delving into the station’s seedy Spike neighborhoods, the heroes confront the gangs and discover that both were paid to start the riot and that the true conflict is between two rival mining companies battling over a new arrival in orbit around the station: a mysteriously deserted ship and the strange asteroid it recovered from the Drift. To head off further violence, the heroes are asked to investigate the ship and discover what happened to its crew, as well as the nature of the asteroid it tows. But what the players find there will set in motion events that could threaten the entirety of the Pact Worlds and change the face of the galaxy forever...

This volume of Starfinder Adventure Path launches the Dead Suns Adventure Path and includes:
· "Incident at Absalom Station," a Starfinder adventure for 1st-level characters, by Robert G. McCreary.
· A gazetteer of Absalom Station, by James L. Sutter.
· Magical relics inspired by the lost planet Golarion, by Owen K.C. Stephens.
· An archive of new alien creatures, by Jason Keeley and Robert G. McCreary.
· Statistics and deck plans for a new starship designed just for the player characters, plus details on a new planet in the Codex of Worlds, by Robert G. McCreary.

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GM Screen
Starfinder Accessory
By Paizo

The Perfect Firewall!

Protect your important notes and die rolls from players' prying eyes with the Starfinder GM Screen! This beautiful, four-panel screen features stunning artwork from Ignacio Bazán Lazcano on the players' side and a huge number of tools and tables on the GM's side to speed up play and keep key figures at your fingertips. With helpful rules and reminders about tactical and starship combat, skill Difficulty Classes, common conditions, environmental radiation, zero gravity, and more, this GM screen gives you the information you need to keep the game fast and fun. Constructed of ultra-high-grade hardcover-book stock, this durable screen is perfect for convention play or use in your regular home game.

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Player Character Folio
Starfinder Accessory
By Paizo

Record Your Glory

Fully detail your heroes and document their exploits with the Starfinder Player Character Folio! This deluxe, innovative character record provides space for absolutely everything you need to know about your Starfinder hero. This sturdy folio's 16 character-defining pages include:
· Expanded space for your hero's attacks, defenses, feats, and class features.
· A section for detailing your starship's statistics and capabilities.
· Quick reference charts for everything from combat to character advancement.
· Tons of space to track gear.
· Room to chronicle your character's achievements, goals, and history.
· Folder-flaps to hold handouts and other documents.

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Combat Pad
Starfinder Accessory
By Paizo

On Track for Adventure

Never miss a turn with the Starfinder Combat Pad initiative tracker! Usable with any roleplaying game, this wet and dry erase board includes magnets that stick right to it! List the names of heroes and foes on the magnets using a wet or dry erase marker, then place them in initiative order. When the order changes, simply slide the magnets to their places. Take the uncertainty out of battle with the Starfinder Combat Pad.

Includes:
· 1 double-sided magnetic wet and dry erase board, with two different sides designed specifically for tactical combat and starship combat!
· 2 sheets of magnets, each with:
o 13 light blue player character magnets
o 13 orange enemy magnets
o 9 dark blue nonplayer character magnets
o 2 round arrows
o 2 turn arrows
o 2 next round magnets

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Basic Terrain
Starfinder Flip-Mat
By Paizo

Worlds of Adventure

An alien landscape, an abandoned space station, the twisting corridors of your own starship—the possibilities for adventure are endless with Starfinder Flip-Mat: Basic Terrain! Designed for the Starfinder Roleplaying Game but appropriate for any RPG, this invaluable gaming accessory presents two subtle textures—dusty ground on one side and metal floor plating on the other—providing Game Masters a blank canvas on which to draw any terrestrial battlefield, space-age facility, or adventure set piece they desire. Whether your party is facing down a convoy of ratfolk scavengers or breaking into a robot prison on a machine planet, you'll always have the right map at hand.

Don't feel like you always have to run your game in someone else's world. With Starfinder Flip-Mat: Basic Terrain, the setting of your next adventure is wherever you can imagine!
· 24" × 30" mat
· Folds to 8" × 10"
· 1" squares on each side

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Basic Starfield
Starfinder Flip-Mat
By Paizo

Battle Among the Stars

Fill the peaceful void of space with missiles and laser strikes with Starfinder Flip-Mat: Basic Starfield!
Created with a hex grid for the Starfinder Roleplaying Game's unique starship combat system, Flip-Mat: Basic Starfield comes with two different backgrounds—a starlit void in deep space and the brilliant radiance of a nebula—to let you craft epic starship battles and fire your players' imaginations. Whether your party consists of bold starfighter pilots strafing an enemy dreadnought or intrepid smugglers running a corporate blockade, this extra-large Flip-Mat has you covered.

Don't just describe your starship battles—make sure your players experience the excitement of every dogfight and evasive maneuver in the perilous vacuum of space with Starfinder Flip-Mat: Basic Starfield!
· 27" × 39" mat
· Folds to 8" × 10"
· 1" hexes on each side

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Core Rulebook Pawn Collection
Starfinder Accessory
By Paizo

Open the shuttle bay doors and bring your science fantasy adventures to life with this beautiful pawn collection, designed for use with the Starfinder Roleplaying Game or any tabletop roleplaying game! Within the Starfinder Core Rulebook Pawn Collection, you'll find 100 unique creature pawns, including members of all core races and classes, perfect for representing your next character or deadly foes, as well as bizarre alien monsters to aid or challenge your players. In addition, you'll also find 15 unique starship models from the Starfinder Core Rulebook to help you better track the laser-filled chaos of space battles. Best of all, this set contains multiples of most pawns, so your heroes will always be able to face off against a horde of space goblins and security robots or blast their way through a fleet of warships! Printed on sturdy cardstock, each pawn slots into a size-appropriate plastic base from the Starfinder Pawns Base Assortment, making them easy to mix with traditional metal or plastic miniatures. The Starfinder Core Rulebook Pawn Collection is the best way to ensure you've got the perfect character for every Starfinder Roleplaying Game encounter!

The Starfinder Core Rulebook Pawn Collection includes pawns suitable for representing player characters, allies and enemies, starships, mechanic drones, aliens, and more! While creature pawns are broken out by base size, all starship pawns use Medium bases, from the tiniest fighter to the largest warship.

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Elemental Master’s Handbook
Pathfinder Player Companion
By Paizo

Seize Primal Power!

The earth, flames, waves, and wind that make up all natural landscapes might seem like mere backgrounds for characters' heroics, but those who understand the fundamental makeup of nature know that these core elements can lend incredible power. Learn how to harness the building blocks of existence with breathtaking feats, magic items, spells, and much more. Plus, characters with an affinity for the elements can train in one of the many archetypes and other character options presented in Pathfinder Player Companion: Elemental Master's Handbook.

Inside this book, you'll find:
· The genie binder prestige class, which grants elemental maestros a pool of charismatic gumption when cowing genies to their will and allows them to create elemental seals of power.
· New archetypes, from the weapon-enhancing flamesinger bard and the breathless Abendego diver ranger to the mystical stone-wielding earthshadow rogue and the hurricane-punching windstep master monk.
· New kineticist feats, infusions, and utility wild talents that coalesce the power of the elements, including those that harness the esoteric void and wood elements.

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The Lost Outpost
Pathfinder Adventure Path #121 : Ruins of Azlant 1 of 6
By Paizo

Trouble in Paradise

The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?

This volume of Pathfinder Adventure Path launches the Ruins of Azlant Adventure Path and includes:
· "The Lost Outpost," a Pathfinder adventure for 1st-level characters, by Jim Groves.
· A detailed look at some of the other colonists who make up the colony of Talmandor's Bounty and the roles they play in the campaign, by Jim Groves.
· A deep dive into the bizarre and alien ecology of the alghollthus—the family of creatures that includes the devious aboleths, by Greg A. Vaughan.
· A bestiary of new monsters found in the shattered continent, by Jim Groves, Isabelle Lee, and Luis Loza.

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Cavernous Lair
Pathfinder Fip-Mat
By Paizo

Doom from the Deep

Dare the deadly depths with Pathfinder Flip-Mat: Cavernous Lair. While one side of this Flip-Mat features a view of barren, cave pocked cliffs, the other presents a mazelike tangle of tunnels and caverns. This portable, affordable map measures 24" × 30" unfolded, and 8" × 10" folded. Usable by experienced GMs and novices alike, and friendly to 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: Cavernous Lair, and be ready next time your players prepare to delve underground!

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Village Sites
Pathfinder Map Pack
By Paizo

It Takes a Village

Whether your players are investigating a crime that has torn apart a formerly peaceful hamlet, stopping over in a small town for the night, or attempting to hunt down a fugitive, weary wanderers don't want to wait for a Game Master to draw every house and tavern. This Pathfinder Map Pack provides beautifully illustrated 5" × 8" map tiles that can be used to construct a variety of village sites. Inside, you'll find 18 richly crafted map tiles, with features like:
· Country Temple
· Local Pub
· Peasant Home
· Rustic Warehouse
· Snug Cottage
· Town Fountain

Game Masters shouldn't waste their time sketching maps whenever characters decide to visit a quaint settlement. With Pathfinder Map Pack: Village Sites, you'll always be ready to take your players into seemingly peaceful villages—and face the dangers within!

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Streets of Zobeck
5th Edition Supplement & Adventure Anthology
By Kobold Press

A Collection of Dark and Daring Adventures for 5th Edition

What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch's masquerade in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors?

Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine.

This 112-page supplement and adventure anthology is set in the seedy underbelly of the Free City of Zobeck, and includes:
· 7 adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong
· 6 detailed locales from the Cartways Market Gallery to the Old Stross Municipal Baths
· A dirty dozen NPCs like kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes
· A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent!

You probably shouldn't bring the paladin along on this one...
This official Midgard adventure anthology for levels 1 to 10 is easily portable to any city setting. Pick up your copy today!

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Forbidden Arcana
Shadowrun Supplement
By Catalyst Game Labs

Ride The Crashing Wave

Magic is wild. Magic is undisciplined. You can try to impose order and understanding on it, but that’s just surface. Underneath is chaos, an erratic heart beating to a staggering rhythm. You don’t control it, any more than a surfer controls twenty-meter-tall wave; you don’t direct the wave, you ride it, capture a piece of its power, and hope to survive. If you do it right, though, you catch a portion of unimaginable power—power those who control the Sixth World don’t want you to have. All the more reason to push past their boundaries and grab it.

Forbidden Arcana offers dozens of different ways for Awakened characters in Shadowrun to harness that power and make themselves a mana-slinger like no other. From new ways to distinguish spellcasters of different traditions to more chaotic methods for summoning spirits to options for Awakened characters who have mastered their craft, Forbidden Arcana shows players how to break out of conventional molds, use mana in new ways, and become true street legends riding the growing wave of Sixth World mana.

Forbidden Arcana is an advanced magic rulebook for use with Shadowrun, Fifth Edition; magic concepts from the book can be used with Shadowrun: Anarchy, though mechanics for that game are not included.

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Uh Oh, Monsters!
No Thank You, Evil Adventure Pack
By Monte Cook Games

No Thank You, Evil!: Uh-Oh, Monsters! is an adventure expansion that includes everything you need to run new adventures for No Thank You, Evil!
• Claws and Paws: The Monsters You'll Meet! is a creature book chock-full of monsters, humans, aliens, robots and tons of other walking, talking, fighting, biting creatures you’ll encounter in Storia. Learn more about the Monster Museum, discover quirks, and learn how to make your own monsters.
• Lairs and Scares: Let's Go on Wild Adventures! is an adventure book that offers three brand-new adventures for No Thank You, Evil!, all with fun monster themes.
• 30 new creature cards that match the format of the cards in the original game for quick-and-easy reference.
• 15 creature stand-ups that let you bring creatures to life right at the table!

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Through The Breach 2nd Edition
Core Rulebook
By Wyrd

From Wyrd Miniatures, set in the Malifaux Universe comes a new style of game play with "Through The Breach". A Malifaux role playing game where one player takes on the role of the Fatemaster, their duty is to craft the legends of the other players, narrate the story of Malifaux in his own vision, and to move each Fated along towards the moment when they must choose between their fortune and their soul. Other players will take the roles of pit master or one of his crew, explore this weird and wonderful place, mine for soul stone, compete against other gangs and try to survive against all the terrifying inhabitants that roam this strange world.

This core rulebook 2.0 for the Through the Breach role playing game contains all the rules for character creation, combat, magic, and anything else the Fated player characters might need on their adventures in the world of Malifaux and is the essential start for anyone who wishes to discover more about the city of Malifaux.

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Monsterhearts 2nd Edition
Core Rulebook
By Buried Without Ceremony

By the time they hit adolescence, most people have gotten over their fear of the dark. They spend their midnight hour on gushy phone calls, diary ramblings, and wet dreams. They fall asleep peacefully, assured that the shadows hold no monsters.

But the shadows do hold monsters. You know because you’re one of them. Wickedness dwells within your heart, hunger courses through your veins. High school weighs on you and teen drama puts you on edge, but you have power. What do you do next?

Monsterhearts 2 lets you and your friends create stories about sexy monsters, teenage angst, personal horror, and secret love triangles. When you play, you explore the terror and confusion of having a body that is changing without your permission.

This game is powered by the Apocalypse World engine. It draws inspiration from Twilight, True Blood, Buffy, Ginger Snaps, and The Craft.

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Dance ‘Til Dawn
Core Rulebook
By Barak Blackburn

Dance ‘Til Dawn is an immersive storytelling game.

We're going to listen to a playlist that has a beginning, a middle and a very definitive end. We're going to tell a story even as we're moved by the music. And, when the last song plays, this story is over. The end of this story is hinted at in the beginning, but the players will define how we get there, and how it comes to be.

Dance ‘Til Dawn is a game about listening.

We are going to listen to music together. The music may very well move us and organically, the flow of the narrative will change. This is the hope. Players may choose to narrate, or they may choose to listen to the music and let it fill this shared space.
We are going to listen to each other.

Narration is a shared responsibility. Players will narrate. Characters will succeed or fail as players see fit, there are no skill checks. But as the music plays, we always know that we are moving closer to the end. Together, we will explore the world.

Each song is a piece of art, with lyrics written perhaps for reasons deep and profound, music constructed in such a way to elicit a response. Listening to music can be a group activity: a car radio, a concert, buskers on a city street.

Let us listen together. Let us tell a story. Let music be our soundtrack.

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Ghost Court
Core Rulebook
By Bully Pulpit

What you are about to witness is real. The participants are not actors. They are the living people and ghosts who have already either filed suit or been served a summons to appear in municipal court. Both parties in the suit have agreed to dismiss their court cases and have their disputes settled here, in our forum: Ghost Court.

In a small claims court full of plaintiffs and defendants, testy judges, overworked clerks, and peace-keeping bailiffs—all of whom might be living or dead—you and your friends will see that spectral justice is done, one absurd case at a time.

Cases last a few minutes and are ridiculous. Will you be an over-the-top landlord, aggrieved at a scheduled haunting gone off the rails? Will you be a sad poltergeist who only wants to make a bad smell? In Ghost Court you might get to be both!

Play during Ghost Court focuses on a few players at a time, as the judge and court officers hear testimony while the rest of the players take turns as plaintiffs and defendants arguing over the petty disputes between the living and the dead.

What's Included?
· A simple rulebook
· One-minute and three-minute timers so you can keep order in the court
· 4 tarot-sized role cards for the court staff
· 30 cases, with tarot-sized Defendant, Plaintiff, and Summary cards for each
· Everything is contained in a sturdy, matte-coated two-piece box, and features gorgeous watercolor artwork by Eisner Award-nominated illustrator Richard Sala!

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Preppiepunk
Core Rulebook
By Brock & Biz

The "school story" genre of fiction has a history dating back to 1749, and includes Jane Eyre, The Catcher In The Rye, and even the Harry Potter books. PreppiePunk embraces the 2nd of these the most, but instead of focusing solely on the trials and tribulations of youth at preparatory schools, instead posits the question: "What if these young people of privilege utilized the many advantages they had in life to fight back against the Establishment."

"When everybody is looking in the shadows, the place to be is in the sun." Heist, David Mamet, 2001

Gossip Girl, teenage Fight Club, Spring Breakers, Palo Alto, Dead Poet's Society, etc...

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Circles of Power – Apprentice Edition
Core Rulebook
By Jason Pitre

For generations, your people have suffered. Your elders recount tales of hardship and hate. The young look to their futures with fear and despair. The Dominant Society controls all of the levers of power, creating laws that protect their interests above yours. Wealth and influence is held only by a few in the dominant Society, to use as they see fit. Your people are left only with silenced voices and crushed dreams. The world seems set against you.

You come from one of the marginalized communities, who suffer at the hands of the Dominant Society. You might be one of the Burdened, your mind or bodies shaped by trauma and misfortune. Perhaps you are one the Forsaken, deemed inferior by virtue of your sex or the passions of your heart. Are you Foreign, set apart by your ethnicity, faith, or culture? Were your people Native to these lands, before the occupation? Each of these communities cries for justice, for opportunity, and for peace.

Few souls have stood fast against injustice and oppression. Shaped by your traditions and resolve, you have learned to wield the Secret Fire of the magi. You are one of The Wise, who might draw upon mighty sorceries and clever enchantments. You hold the keys to the universe, and will seize respect for your people. You will not be quiet. You will not be still. You will not comply.

Unfortunately, you have other struggles beyond liberation. There are whispers of dark things lurking on the far frontier. The Doom threatens us all, the powerful and the oppressed alike. Only the Secret Fire can keep them at bay, burning away their corruption and shattering their terrible forms. The Wise are given a grudging respect, and a measure of social power, by virtue of fight against this distant foe. This struggle will temper you and teach you to master your magics.

Circles of Power is a game about individuals who have suffered oppressions, and have gained magic to balance the karmic scales. In this game, you play one of the Wise who arise from marginalized communities. You cast your spells to ward off the Doom and to earn valuable favours from the Society. You spend that favour to Take a Stand against the Society to protect your communities from oppression and violence. The struggle for justice and freedom will teach you the lessons you need to learn, to master your spells.

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Eden
Core Rulebook
By Marc Hobbs

What kind of human will you be?

Timid like a rabbit? Loyal like a wolf? Or maybe deadly like a serpent?

Our favorite animals taught us everything we know. The nature of their lessons varies: the advice of the cooperative ants is very different from that of the thieving raccoons. Can we get along with our fellow humans with only the animals to guide us? The time has come to find out.

In Eden you'll collaborate to create a unique map of the Garden, then role-play as the first generation of humans living among its creatures. How will their lessons shape your future? Will you live together in peace and friendship as one human family? Or will you shun your humanity and become more and more like the beasts that surround you?

3-5 players. 2-3 hours. No prep, no GM.

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Kagegami High
Core Rulebook
By Ewen Cluney

Kagegami High is a private girls-only school on a small island off the coast of Tokyo. It is a place for learning, menacing government agencies, strange religious practices from the dawn of Japanese history, and moral and physical development, all in a secluded location, free from wicked outside influences. It’s supposed to be a very good, very elite school. You remember hearing that somewhere, though you’re not sure where. You got in, though you’re not sure when you applied, how you passed the entrance exam, how your family is paying for it, or how exactly you got here. There are a lot of things you’re not sure about, but is that really so different from before?

What you have before you is a comedic role-playing game where you take on the role of schoolgirls at a strange, surreal high school where every conspiracy, every urban legend, is true, though not necessarily in the way you'd expect. The simple rules and copious random tables bring Kagegami High and the island of Kageshima to life, letting you have countless strange, surreal, and hilarious adventures there.

To play you will need some friends, pencils and paper, and six-sided dice (with one die of a different color to be the Weird Die).


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BOARD & CARD GAMES

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Secrets
4-8 players, ages 10+, 10-45+ minutes
By Reps Production

In Secrets, the second co-design between Eric Lang and Bruno Faidutti, players are assigned a hidden team — the CIA or KGB — and are trying to collect the most points for their side. In addition, one or two players are secretly anti-establishment Hippies who are working for nobody. Their goal is to fight the Man and have the fewest points.

On your turn, offer one of two randomly drawn agent cards to another player. These cards are worth points and have varying good or bad abilities. That player either accepts the agent, in which case they score it, or they refuse, in which case the card returns to you, and you score it. The game ends when a player has five cards, after which the teams are revealed; the team with the highest combined score wins, unless a Hippie has the single lowest score, in which case they win.

The interactions between the character cards are the spice of the game, but since the abilities are discoverable during play, the game can be taught in three minutes.

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Crimson Dust Data Pack
Android Netrunner Expansion
By Fantasy Flight Games

With the sixty new cards (three copies each of twenty unique cards) in Crimson Dust, the final Data Pack in the "Red Sand" cycle for Android: Netrunner, the forces that are vying for control of Mars are confronted with the consequences of their conflict. Lives have been lost. Homes have been destroyed. And now an entire world may be vulnerable to the terrorist forces of the Crimson Dust!

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Oberyn’s Revenge Chapter Pack
A Game of Thrones The Card Game (2nd Edition) Expansion
By Fantasy Flight Games

Oberyn's Revenge, the fifth Chapter Pack in the "Blood and Gold" cycle in A Game of Thrones: The Card Game, continues the major themes of the cycle and invites you to play out some of the most iconic events from A Storm of Swords. Even as dark events and schemes unfold around you, you can use your gold and the new bestow keyword to gain new levels of control over the game. As new versions of the Red Viper and Bran Stark enter the game alongside characters like Irri and Ser Garlan Tyrell, your vengeance is about to become more vicious than ever before.

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Aggressive Negotiations Force Pack
Star Wars The Card Game Expansion
By Fantasy Flight Games

Aggressive Negotiations is the second Force Pack in the "Alliances" cycle for Star Wars: The Card Game. Its sixty new cards (two copies each of five new objective sets) explore the loose associations between the galaxy's underworld informants and the Empire's Troopers, Droids, and jailers. Simultaneously, light side players can reach out to the Force alongside Chirrut Îmwe and the Wookiees of Kashyyyk, using their talents to avoid dark side opponents eager to hunt them down, take them captive, and extract whatever secrets they may know.

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Magus Class Deck
Pathfinder Adventure Card Game Expansion
By Paizo

Magic or melee?

No need to choose! The Pathfinder Adventure Card Game Magus Class Deck features three new characters who make the most of both spells and swords. This 109-card accessory for the Pathfinder Adventure Card Game gives your game the cards you need to take on all comers. Take your magus from novice to master in any Pathfinder Adventure Card Game Base Set or in the Pathfinder Society Adventure Card Guild organized play campaign!

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Deadline
2-4 players, ages 14+, 45 + minutes
By Wizkids

New York, the city that never sleeps. According to the high and mighty, things were supposed to be different in the Big Apple in 1938. No more poverty. Medicine that works. Shining skyscrapers and subway cars, the new age upon us. Sure. So why am I in the same dingy office, with a cheap desk and a cheaper secretary, paid to find a missing husband somewhere out in the mean streets? Simple job, except my wealthy socialite employer was hiding something. She was a good looker but a bad liar. I grabbed my hat and gun. I slipped a flask into the pocket of my overcoat. I was ready to wade into the cesspool.

Deadline is a film noir co-operative card game for 2-4 players from the team behind Galactic Emperor, Ninjato and Wizards of the Wild in which players as detectives use special abilities and hand management to follow clever clues to solve an original mystery.

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Klondike Rush
2-5 players, ages 13+, 45-60+ minutes
By Red Raven Games

Klondike Rush is a bidding/stock game set in a gold rush setting where players build mines along different routes. Players will also get a chance to score a big reward if they hunt down a wild monster that's been scaring the miners.

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Frogriders
2-4 players, ages 8+, 20-30+ minutes
By Pegasus Spiele

Deep in the forests of the North lives an enchanting elf tribe called the Frogriders. Each spring, they hold a tournament in which their four major squads perform a mock battle. Whoever best manages to capture valuable units and make clever use of their special abilities will take the victory!

Frogriders is a tactical family game in which you collect the custom-molded plastic figures by making them leap over one another. Each of the collected Frogriders enables you to keep it for scoring or return it to the tribe's village in order to use its special ability. Due to the many different privilege cards and several scoring cards (of which only a few are used each game), there are a lot of tactical nuances to discover and many strategies to employ to win at Frogriders!

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Sherlook
2-6 players, ages 14+, 15-30+ minutes
By Cool Mini Or Not

In Sherlook, players examine two nearly identical images that have only minor differences between them. Everyone uses their powers of perception to determine how many anomalies there are before the other players can. The faster they can figure it out, the more points they earn — assuming they're right!

Sherlook contains forty images, each with only slight differences from one another, so that players can return to the scene of the crime again and again.

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Unearth
2-4 players, ages 8+, 25-50+ minutes
By Brotherwise Games

Long ago, your ancestors built great cities across the world. Now your tribe must explore forests, deserts, islands, mountains, and caverns to find these lost cities. Claim the ruins, build places of power, and restore the glory of a bygone age.

Unearth is a bend-your-luck game of dice placement and set collection. Designed by Jason Harner and Matthew Ransom, it plays in under an hour with 2-4 players. Each player leads a tribe of Delvers, represented by five dice (3 six-sided, 1 four-sided, and 1 eight-sided). Players take turns rolling and placing dice in an attempt to claim Ruins.

The game's elegant core mechanic is accessible to players of all skill levels. High rolls help players claim Ruins, while low rolls help players collect Stones. This opens two paths to victory: claiming sets of Ruins or using Stones to build Wonders. Delver cards help you affect your dice rolls or dice in play, and Wonders can grant abilities that impact the late game.

View attachment 87217

Sheep & Thief
2-4 players, ages 10+, 30+ minutes
By Pegasus Spiele

Breed some sheep, and watch them prosper, but watch out for those shifty sheep thieves.
This is a drafting type game.


Players can play sheep cards to add sheep to the board, or play the sheepdog card to herd the sheep into their pens. Once they are in the pens they are safe. If a thief card is played the thieves will move, if the encounter a sheep they will steal the sheep.

View attachment 87218

Forcemaster
Mage Wars: Academy Expansion
By Arcane Wonders

Mage Wars: Academy – Forcemaster Expansion includes a new mage for use in both Mage Wars: Academy and Mage Wars: Arena. In this expansion set, play as a telekinetic Forcemaster competing to prove that your mind is the most powerful weapon!

View attachment 87219

The Chameleon
3-8 players, ages 14+, 10+ minutes
By Big Potato

A bluffing deduction game for everyone.

Each round involves two missions, depending on whether you’re the Chameleon or not.
Mission 1: You are the Chameleon. No one knows your identity except you. Your mission is the blend in, not get caught and to work out the Secret Word.
Mission 2: You are not the Chameleon. Try to work out who the Chameleon is without giving away the Secret Word.

At the beginning of the round each player receives a card that tells them if they are the Chameleon or hunting the Chameleon. Two dice are rolled and this gives everyone (except the Chameleon) the coordinates to a specific word on a Topic Card – this is the Secret Word for the round. Each Topic Card features 16 related words (e.g. countries, books, food, etc.)

Each player must now say a word relating to the Secret Word. The Chameleon can only make an educated guess based on the 16 words in front of them.

View attachment 87220

Dungeons & Monsters
Chocobo’s Crystal Hunt Expansion
By Square Enix

Receive the blessing of the Crystals and send your brave companions into the depths to defeat legendary monsters in this fun and fast-paced expansion!

View attachment 87221

Nanofictionary (2nd Edition)
3-6 players, ages 10+, 45+ minutes
By Looney Labs

Nanofictionary, by Looney Labs, is a story-telling game in three rounds. The first round involves the construction of the stories, in which players race to collect the four plot elements of setting, characters, problem, and resolution. In the next round, the players tell their stories. After that, the players vote on which were the best stories, with additional votes being added by judges on the sidelines.

View attachment 87222

Munchkin Halloween Monster Box
Gaming Accessory/Munchkin Expansion
By Steve Jackson Games

The Munchkin Halloween Monster Box has room for two thousand Munchkin cards, various Kill-O-Meters, a Level Playing Field or two, Dungeons, Seals, and more. To get you started, it includes twelve holiday-themed Munchkin cards that you can shuffle into any game

View attachment 87223

One Night Werewolf Card Sleeves
Gaming Accessoty
By Bezier Games

50 Card Sleeves that will fit both your One Night and Werewords cards (cardboard tiles) perfectly! Printed on one side to cover any marks you might have accidentally made on them, these card sleeves will protect both your One Night and Werewords cards from any damage! Also designed to make them easy to pick up (the "seam" on the edges" is in the middle of the edge, providing a small area for gripping with your fingers). Compatible with One Night, Daybreak, Vampire, Alien, Bonus Pack 1, Bonus Pack 2, Bonus Pack 3, and Werewords.


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MINIATURES & MINIATURE GAMES

View attachment 87224

Latari Elves Army Expansion
Runewars Miniatures Game Expansion
By Fantasy Flight Games

Expand your Runewars Miniatures Game experience with the Latari Elves Army Expansion. This expansion not only introduces four new units and eight new figures to the Runewars Miniatures Game, but a brand-new faction in the form of the Latari Elves. Nimble and ferocious, the Latari Elves change the rules of war in the land of Terrinoth!

View attachment 87225

Runewars Essentials Pack
Runewars Expansion
By Fantasy Flight Games

Enter the battle for Terrinoth! The Runewars Essentials Pack gives you all the non-figure accessories you need to play the Runewars Miniatures Game. Tokens, terrain, templates, cards, and dice are all included in the pack to help field the various armies of Terrinoth. Use upgrade cards included in the pack to further customize your armies, before leading them to glorious victory!

View attachment 87226

Dracula’s America: Shadows of the West
Core Rulebook
By Osprey

It is 1875, and Count Dracula is President of the United States of America.

In the wake of the Civil War, with the country struggling to regain its balance, Dracula seized power. The Count's thralls assassinated President Lincoln and his entire administration in a single night and, in the ensuing chaos, their master made his move. Dominating the Senate, he declared himself President-for-Life, and now rules the Union with fear and an iron fist. His vampiric progeny, the Coven of the Red Hand, infest every strata of society, and enforce Dracula's will with ruthless efficiency.

Drawn by the shadows gathering across the nation, secretive cults and evil creatures emerge from their lairs to thrive in the darkness of the new regime. Fleeing from the oppression and menace of the East, hordes of pioneers head to the West, hoping for a new life.

Dracula's greed, however, knows no bounds, and his reach is long…

Dracula's America: Shadows of the West is a skirmish game of gothic horror set in an alternate Old West. Secret wars rage across the country - from bustling boom-towns to the most remote wilderness - as cults and secret societies fight for power and survival. Players will throw their support behind one of these factions, and will lead a Posse in fast-paced, cinematic battles for dominance and survival.

View attachment 87227

Campaign New Guinea
Bolt Action Supplement
By Warlord Games

In 1942, Japanese forces invaded the island of New Guinea and started a bitter, three-year campaign against allied Australian and American forces. Fought in dense jungles and across rugged mountaintops, the grueling fight pushed men to their very limits and forced commanders to adopt new strategies and tactics for the harsh island terrain. Filled with new rules, scenarios, and unit types, this supplement for Bolt Action provides players with all of the information they need to set their games in this unforgiving battlefield.


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WARGAMES

View attachment 87228

US 4th Armored Division
Heroes of Normandie Expansion
By Devil Pig Games

Expand your army with this new blister pack! Comes with 4 punchboards!

View attachment 87229

German 1st SS Panzer Division
Heroes of Normandie Expansion
By Devil Pig Games

Expand your army with this new blister pack! Comes with 4 punchboards!

View attachment 87230

UK 7th Armored Division
Heroes of Normandie Expansion
By Devil Pig Games

Expand your army with this new blister pack! Comes with 4 punchboards!

View attachment 87231

“Pegasus Bridge” Dice Tower
Heroes of Normandie Expansion
By Devil Pig Games

Cardboard "punch-out & assemble" dice tower, with free p


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COLLECTIBLE CARD, MINIATURE & DICE GAMES

View attachment 87232

Tsareena-GX Box
Pokemon TCG
By Pokemon

View attachment 87233

Rally To War
Dragonborne Booster Pack Vol. 1
By Bushiroad

View attachment 87234

Darkness Starter Deck – Children of the Night
Force of Will Reiya Clusters 1
By Force of Will

View attachment 87235

Fire Starter Deck – Blood of Dragons
Force of Will Reiya Clusters 1
By Force of Will

View attachment 87236

Light Starter Deck – King of the Mountain
Force of Will Reiya Clusters 1
By Force of Will

View attachment 87237

Water Starter Deck – Below the Waves
Force of Will Reiya Clusters 1
By Force of Will

View attachment 87238

Wind Starter Deck – Elemental Surge
Force of Will Reiya Clusters 1
By Force of Will​


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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