New Releases In Stores This Week : 11th September 2017

A rundown of the New Releases that should be hitting games stores this coming week! Board games, card games, RPGs, Wargames, and collectible games... hopefully something for everyone! In addition to the games hitting your local store we’re also now listing a few RPG PDF releases from the last week that we hope may be of interest. For more information about any of the physical products please contact your local games store.

ROLE PLAYING GAMES

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Winter of the World RPG
Core Rulebook
By Cakebread & Walton

The chronicles of the Winter of the World echo down the ages in half-remembered myth and song – tales of the mysterious powers of the Mastersmiths, of the forging of great weapons, of the subterranean kingdoms of the Duergar, of gods who walk abroad and of the Powers of the Ice, endlessly seeking dominon.

Michael Scott Rohan has told the tales of those times in six epic, award-winning fantasy novels. Now you can join the adventures! Powered by the simple but elegant OneDice rules, the Winter of the World RPG contains everything you need to start roleplaying in the world of Michael Scott Rohan’s fantasy novels.

Fight against the menace of the ruthless Ekwesh raiders and their evil shamans. Join the corsairs of Bryhaine. Trek the sinister forests of Tapiau’la-an-Aithen. Explore the mighty ruins of Kermorvan the City. Sail the Sunset Sea and behold once more the High Gate of Kerys. Fight dragons in the cavernous kingdoms of the Duegar. Forge weapons of great might and fight against the darkly beautiful Louhi and the Powers of the Ice itself!

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ROLE PLAYING GAMES PDF SPOTLIGHTS

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Fifth Edition Fantasy #11: The Archmage’s Lost Hideaway
5th Edition Adventure
By Goodman Games

A level 7 adventure

Fifth Edition Fantasy is here! This adventure module is fully compatible with the fifth edition of the world’s first fantasy RPG, and is ready to play in your home campaign!

The archmage Deldrammon disappeared decades ago, and his tower has since crumbled to ruin. Yet whispered rumors persist about an extradimensional lair where he conducted his most dire experiments. Such a place could hold magical secrets and eldritch danger—if it exists. The sudden appearance of a fiendish creature near the ruins of the archmage’s tower indicates that the rumors may be true. Dare the adventurers seek the archmage’s lost hideaway?

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Book of Magic: Dragon Spells and Archetypes
Pathfinder Supplement
By Jon Brazer Enterprises

Are You a Sheep? No. You're a Dragon. Be a Dragon!

Dragons are already terrifying with their thick scales and their huge jaws and their deadly breath weapons. The draconic ability to cast spells should be just as iconic and fear-inducing, which really cannot be done with the same spells any wizard can learn. And those who hunt down dragons need specialized spells to counteract the deadly abilities of these terrible foes. Arm yourself with these spells and archetypes to enhance or take down these deadly beasts.

Book of Magic: Dragon Spells and Archetypes is a great resource for any spellcasting character in the Pathfinder Roleplaying Game. This short supplement features:​


  • [*=center]20 New Spells—Some for the dragon hunter, some for the dragon
    [*=center]5 New Class Options—make your character more like a dragon or better prepared to hunt these wyrms

Make Your Dragons Terrifying or Tremble With Fear!

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Tree of Life: Altrants in Clement Sector
Traveller Supplement
By Gypsy Knight Games

Are you ready to alter your experience?

Altrants are defined as groups of humans which have been genetically manipulated to have abilities different than a baseline human. These changes were most often made to allow humans to be able to perform tasks or live in environments which would be difficult or impossible for baseline humans.

Tree of Life: Altrants in Clement Sector details altrants, how and why they came into being, how they deal with humans and uplifts, and what sort of lives they live within Clement Sector. Tree of Life expands on the information provided in The Clement Sector Core Setting Book and introduces you to new altrant types such the Siren, the Khailt, and the Baaz.

In addition, Tree of Life brings you the ability to not only alter existing human and uplift characters but also provides you with a system to create your own altant types. Humans in Clement Sector have long had the ability to make alterations to their bodies and now your characters will be able to make changes as well.

Tree of Life is intended for use with the Clement Sector setting and rules but could be easily adapted for use with any science fiction rules or setting.

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Conan the Barbarian
Conan: Adventures in an Age Undreamed Supplement
By Modiphius

Conan the Barbarian features the countries of the north: Asgard, Vanaheim, Hyperborea, and Conan’s own homeland of Cimmeria. These rough lands stand in stark contrast to their more civilized neighbors in the south, and the folk of these countries possess a savage vitality that has long been lost elsewhere.


These lands and people survived the great Cataclysm, yet barbarism is still the dominant way of life. Many people in the Hyborian kingdoms think these northern lands near mythical, but contained in these pages is a hoard of legend, lore, and facts for the gamemaster and players alike, to explore and adventure within these harsh and unforgiving kingdoms.

So sharpen your axe-blade and keep your shield held high, for it is a time of barbaric glory!​


  • [*=center]New archetypes, talents, backgrounds, and equipment allowing you to create your own unique barbarian characters, born to the warlike and savage north.
    [*=center]A gazetteer covering the region Conan came from, bleak lands shrouded in snow and ice, and wreathed in fog. Detailed guides to the walled fortress cities of Hyperborea, the unruly clans of Cimmeria, and the warring tribes of Nordheim, the Æsir and Vanir.
    [*=center]A raid system, allowing the gamemaster to create and run raids, defining their loot, and determining the consequences.
    [*=center]Guides to running barbaric-themed games, with barbaric carousing rules, head-taking, shield-walls, berserkers, bardic abilities, and other features unique to the lands of the north.
    [*=center]Stunning art and maps, produced by worldrenowned Conan artists.
    [*=center]Developed with leading Conan scholars, this is the barbaric north of the Hyborian Age, just as Howard created it!

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Shelter
Core Rulebook
By FeralGames

Shelter is a game of survival in a war torn city, you must build your shelter, gather food and water, whilst avoiding the daily threats the war has created. The game has rules for you to play in a fantasy city under siege, a modern city caught in the crossfire or a future city under alien occupation.

Rules for building equipment and trading, gathering resources and other survivors, protecting the shelter when your away and for finding larger shelters to hold more people and stuff. You can play to survive or to take from others.

For those who loved This War of Mine and the Powered by the Apocalypse rules, Shelter is designed for oneshots or short campaigns. The book comes with a number of encounter tables and treasure tables for each of the 3 city settings within, rules for magic and disease, starvation and thirst.

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A9 Beneath The Helm of Night
5th Edition Adventure
By Troll Lord Games

Hard roads bring the stout of heart to the Tower’s iron-bound gate. Whether brought here by the Vessel of Souls or by pure happenstance, the Tower, perched upon the edge of no-where, beckons, promising wealth and glory.

Flight brings your fall.

A mid-to-high-level adventure for a party of 3-6 characters. Play as stand-alone or part of a larger series

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Advanced Adventures #36: Aerie of the Cloud Giant Strategos
OSRIC Adventure
By Expeditious Retreat Press

Aerie of the Cloud Giant Strategos is an OSRIC(tm) module designed for 6-10 adventurers of levels 9-14.

The hot and smoky badlands of the King of the Fire Giants lies behind the party: his great hall, once a symbol of his power and authority, now only a memorial to his terrible defeat. Within his hold, the party found information leading them onward in their quest to find the fearsome mind behind the recent giant uprising.

Their journey has been long and tiring, but the end of the task lies ahead. A gigantic spire of a mountain rises into the sky. Around the peak, an unusual cloud hangs, as if tethered to the stony expanse itself. Perhaps it is here, among the peaks and the clouds, that the source of the giants' evil may be found?

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Castle in the Clouds
OSRIC Adventure
By Old School Role Playing

This is an OSRIC adventure for characters of 4th to 7th level of experience. The adventurers will explore a mysterious cloud floating over an important town. The cloud does not seem to be moving but just hovers over the town. It also has a strange castle sitting upon it.

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Heart of Darkness
Through the Breach RPG Penny Dreadful One Shot
By Wyrd Miniatures

Penny Dreadful One Shots are single session adventures for a party that are only released as PDFs. They allow Fatemasters to choose whether to insert them into an ongoing campaign or to run a quick and dirty session of Through the Breach.

It moves in the shadows...

Maude Lucrentino has a problem. She believes that the people she employs to work in her iron mine might be smuggling rocks pearls - glittering gems like a cross between diamonds and pearls - out of the mine and selling them to disreputable jewelers.

To investigate the suspected smugglers, the Fated will have to go undercover at the Noth Mine, posing as miners, camp guards, and cooks. As they begin to uncover the identities of the smugglers, however, they will gradually realize that something terrible stalks the shadows of the isolated mining camp...


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BOARD & CARD GAMES

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Path to Carcosa
Arkham Horror LCG Expansion
By Fantasy Flight Games

A new theater production is coming to Arkham all the way from Paris. Unsurprisingly, it's been all the rage in conversations among Arkham's socialites. But in your efforts to learn more about the play, you've uncovered a darker history. Disappearances. Suicides. Delusions. Insanity. Wherever The King in Yellow is performed, madness follows close behind…

In The Path to Carcosa, the second deluxe expansion for Arkham Horror: The Card Game, it becomes your task to uncover the secrets of this unusual play. The expansion's two scenarios kick off The Path to Carcosa campaign with a trip to the Ward Theatre and an invitation to the formal dinner party hosted by cast and crew. But with every answer you gain and every clue you uncover, you only find yourself falling deeper into mystery and madness.

Along with its new scenarios and encounter cards, The Path to Carcosa introduces six new investigators and sixty-two player cards (including a complete playset of each) that afford you new ways to explore and enjoy the game—even as they challenge you to overcome new weaknesses.

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Munchkin Rick and Morty
3-6 players, ages 17+
By USAopoly/Steve Jackson Games

Gear up for a load of new adventures with your favorite dysfunctional super genius and his, uh, grandson Morty. You want demons? Got those. You want aliens? Check! Come for the Amish Cyborgs, stay for the High Schoolers, Super Geniuses, and even Songwriters! (Yes, Songwriters.)

Munchkin: Rick and Morty fuses the classic card game fun of monster-slaying and role-playing with cyborgs, aliens, and demons from Adult Swim’s insanely popular animated series, Rick and Morty. Play as Rick, Morty, Beth, Jerry, Summer, or Mr. Poopybutthole to defeat the greatest adversaries in the Rick and Morty universe and become the hero as you reach Level 10 for the win.

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Journeyman
Isle of Skye Expansion
By Lookout Games / Mayfair Games

Becoming a king is hard, but being a king is even harder. You need warriors to protect your kingdom, merchants to keep your treasury liquid and heralds which proclaim your popularity across the kingdom. Luckily, your best mate has agreed to take over the hard graft so that you concentrate becoming a glory chieftain.

Isle of Skye: Journeyman, the first big expansion to Isle of Skye, contains new personal player boards indicating your progress in terms of strength, prosperity and popularity. As each progress step has requirements to be met, the personal player boards affect tile selling and placement. However, in order to claim the next level of development and gain potential rewards, it’s not sufficient to place the corresponding tiles only. A new pawn (the journeyman) needs to travel the kingdom and "activate" the tiles. In addition, four new scoring tiles are contained respecting the new challenges of Isle of Skye: Journeyman.

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Master of Orion: The Board Game
2-4 players, ages 12+, 40-60+ mnutes
By Cryptozoic

Master of Orion: The Board Game takes you to the world of the legendary strategy video game.

You will lead one of the races that will face each other in the outer space confrontation. Destinies of secretive Darloks, genius Psilons, universal humans and many others will depend on your actions. Manage your resources skillfully and wisely and lead the development of a chosen race in the right direction. You can progress by either military means, training your spies and attacking alien planets, or choose the path of creation, controlling the weather and building space fleets.

A dynamic and well-balanced game mechanics will offer you plenty of paths to the victory, and the leader of the most successful nation will be granted the Emperor's title from the Galactic Counsil.

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The Dark Mountains
Champions of Midgard Expansion
By Grey Fox Games

The Dark Mountains, the first expansion for Champions of Midgard, extends your adventures to distant lands, allowing you to trek into the dark mountains where the Bergrisar live and wage constant battle with the Archer Clans of the North. Fight fearsome mountain giants and liberate archers who join your cause. Once freed, you will find the archers to be worthy allies, rarely missing and being exceptional hunters. Enemies you face will fall easily before their sure shots.

Champions of Midgard: The Dark Mountains adds a ton of new content to the base game, including the ability to play with up to five players.

The expansion includes new land journeys, a new enemy type (Bergrisar), more powerful Trolls and Draugr, as well as additional rune cards, market tiles, and more.

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Valhalla
Champions of Midgard Expansion
By Grey Fox Games

In Valhalla, the second expansion for Champions of Midgard, you will find yourself rewarded when your warriors die in battle. Your warriors' eternal glory becomes your earthly reward as the Valkyries bestow powerful effects, relics, and warriors upon you for use in your battles in Midgard. Some of your fallen soldiers may do more, rising to face the greatest enemies even in the afterlife, defeating epic monsters and bringing you glory from beyond the grave!

Couple these new rewards with fierce new warriors in the form of Berzerkers and Shieldwarriors, and new custom dice and powers for your leaders, and your adventures in Midgard will never be the same!

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Big In Japan
Smash Up Expansion
By Alderac Entertainment Group

Smash Up: Big in Japan brings the most kawaii base-bashing you've seen to Smash Up, with four factions born from Japanese pop culture: anime fighting girls, cute collectible critters that are totally not Pokémon, colorful fighters that are in no way Power Rangers, and Godzilla.

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Fate of the Elder Gods
1-4 players, ages 13+, 30-120+ minutes
By Greater Than Games/Fabled Nexus

In Fate of the Elder Gods, players take on the ever-maddening role of cults trying to summon ancient evil and herald the fall of mankind! Each cult is in competition to be first to summon their god, but they all must also repel intrepid investigators working to seal off the gate to beyond with Elder signs. Gather arcane artifacts, cast powerful spells, embrace the Dark Gift of your Elder God, and be first to hasten doom...before it's too late!

During the game, players use a variable hand of spell cards to do one of two things to aid their cult in their mission: Use the spell's Astral Symbol to navigate the areas around Arkham on the unique Fate Clock board, or use the symbols in a location's Astral Column to ready a spell. Readied spells can be cast at any time, but while in a cult's Spell Reserve their primary Astral Symbol can aid in readying future spells, creating an engine for pumping out more potential power.

As cults travel to the six locations on the Fate Clock, they activate specific powerful abilities, such as gaining useful artifacts at The Museum or enabling their Elder God's Dark Gift at The Ceremony. As cults send more and more cultists to a location, they may gain control there, adding even more powerful abilities. However, cults must be careful how they navigate Arkham as a location with lots of activity will attract pesky investigators. Tempt fate too many times and the investigators may raid your cult's lodge, placing Elder Signs, and generally getting in the way of summoning your Elder God. Gain too many Elder Signs and it's game over!

If any cult can manage to raise their Summon Track to 9 before the investigators save humanity, their Elder God awakens and they win! Of course, "win" is a relative term as it will certainly herald the end of the world — but that's a small price to pay for eternal servitude to the Ancient Ones.

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Beasts From Beyond
Fate of the Elder Gods Expansion
By Greater Than Games/Fabled Nexus

From the twisted growth on the outskirts of Arkham to the darkened angles in the very corners of withered homes lies a vast menagerie of evil waiting to be summoned!

With Fate of the Elder Gods: Beasts From Beyond, your cult will use new spells to make some of the most classic creatures from Lovecraftian lore do your bidding. Your cult will have a chance to bring forth the mysterious Mi-Go, the Dark Young, Deep Ones, Byakhees, Goat Spawn, Hunting Horror, a Hound of Tindalos, or even the terrifying, but unpredictable Shoggoth.

Players will also get a chance to summon four new Elder Gods: Shub-Niggurath, Ghatanothoa, Dagon, and Yig.

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Outpost: Siberia
2-5 players, ages 12+, 30-45+ minutes
By IDW Games

Welcome to Outpost 1, the first science observatory located in the isolated frozen tundra of Siberia! You and your team have been investigating anomalous activities the region, and recently things have shifted for the worse. The coming storm is said to be the "storm-of-the-century"; it may last a month or more. Strange howls and buzzing fill the long nights, and yesterday a crew-member went AWOL... or worse. The call for evacuation was made, but it came too late. The long winter storm has set in. There's no hope of getting help until it clears. Now your crew's only hope is to use what little resources you have to survive the long winter cold (and whatever's out there in it). Use your rations wisely, and you may see the sun again.

Outpost: Siberia is a fully cooperative, survival game that plays with a single deck of cards. Using an inventive dual-facing system, a single card in Outpost can be anything from life-saving supplies to cataclysmic catastrophes. By enduring relentless weather and defeating untamable beasts, players are rewarded with the much-needed tools and food to continually resupply their resources.

Outpost: Siberia keeps the tension high, as players will need to collect their wits and ration their supplies in order to make through the perpetual perils that lie ahead!

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Port Royal
2-5 players, ages 8+, 20-50+ minutes
By Steve Jackson Games

Will you become the richest, most notorious merchant in Port Royal – or end up with an empty cargo hold? In Port Royal, the clever, press-your-luck harbour game of double-dealing and underhanded tactics, players are merchants in the Port Royal harbour, vying to hire the best Admirals, Traders, Soldiers, and Mademoiselles to expand and fortify their vast shipping empires.

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Paramedics: Clear!
1-4 players, ages 14+, 30-40+ minutes
By Smirk & Dagger Games

Get to your rig - this is gonna be one helluva shift. Be quick to sustain and stabilize patients and rush them to the hospital. Manage your resources and upgrade your ambulance to save as many lives as possible. You only have seconds to act and the clock is against you. Try not to lose anyone today, rookie. “Rescue squad - confirm and depart.”

This is a pulse-pounding, high-tension, timed game of saving lives – and you probably won’t be able to save them all. The FREE companion app timer limits player turns to 60 seconds and later dwindles to just 45 or 30 seconds as players race to triage new patients, purchase medical supplies, treat their medical needs and transport them to the hospital for victory points. Critical patients add to the drama, as they must be treated and sent to the hospital immediately or they head to the morgue instead… counting against your score.

Paramedics: CLEAR! is an intense, competitive game for 1-4 players and will appeal to gamers who enjoy fast-paced, timed games. While not strictly the backstabby game Smirk & Dagger is known for, experienced players will find opportunities to turn up the heat on their opponents as they manage the clock more expertly.

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Crossover Pack 6 – Birds of Prey
DC Comics Deck Building Game Expansion
By Cryptozoic

Some jobs need the talents of a specialized team – a team comprised of fierce heroines ready to leap into dangerous situations and act with decisive authority and skill. Luckily, such a group exists: the Birds of Prey are ready and waiting for the next job. Founded by Black Canary and Oracle, the Birds of Prey are made up of fierce, intelligent, and brave heroines who operate in the shadows to protect the citizens of Gotham City – and beyond!

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Multiverse Box
DC Comics Deck Building Game Expansion
By Cryptozoic

Our reality is one of many. The DC Comics Multiverse encompasses an ever-expanding realm of Elseworld tales, alternate timelines, dreamed realities, parallel worlds, and possible futures.

Like the Multiverse itself, the DC Comics Deck-Building Game continues to expand and now there’s finally a place to contain it all. Inside the Multiverse Box you can store all of the currently available cards with plenty of room for expansions to come, including the Multiverse Crossover Pack based on the Convergence storyline available exclusively in this box!

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Warlord Expansion
Mage Wars Academy Expansion
By Arcane Wonders

Equip your battle armor, summon hordes of soldiers, and tactical formations to out maneuver your opponent! 72 Spells cards, game markers and rules.

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Rail Raiders Infinite
2-4 players, ages 14+, 30+ minutes
By Ninja Division

Rail Raiders Infinite is a chibi sci-fi western board game for 2 to 4 players. Raid the Interstellar Express space-rail to earn loot, infamy, and the ire of C.O.W. and the Galactic Central Bank. In order to loot the train you’ll need to first dispose of the meddlesome Tinstar Lawbots, who will do everything in their power to stop your heist. Team up with other Raiders, or do what bandits do best, double-crossing them when their chips are down. Anything goes when you’re out to make a big score!

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Double Agent
City of Spies Expansion
By Stronghold Games

New spies arrive to town and with new abilities. Besides Estoril, players will also fight in Lisbon, where they will find new ways to create the best network of spies.

City of Spies: Double Agent will offer players:​


  • [*=center]the ability to add a fifth player.
    [*=center]7 new characters with a new nationality.
    [*=center]a fantastic new ability [double agent] who will allow new strategies.
    [*=center]2 new mission tiles.
    [*=center]2 new locations boards (Lisbon) with new special rules.

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A Handful of Stars
2-4 playersm ages 13+, 90-120+ minutes
By Treefrog Games

A Handful of Stars is the final title published by Treefrog Games and the third entry into the unofficial "A Few Acres of Snow Trilogy." The first game was the two-player A Few Acres of Snow, whose main mechanisms were then reimplemented in the multiplayer Mythotopia, and now A Handful of Stars reimplements the mechanisms from Mythotopia and takes them to the vast reaches of space...

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Hotshots
1-4 players, ages 10+, 60+ minutes
By Fireside Games

In the cooperative, press-your-luck game Hotshots, crews of 1 to 4 players take on the roles of wildfire fighters — crew boss, spotter, swamper, and sawyer — with special abilities, then roll dice on burning terrain tiles to match the combinations shown on those tiles. The more faces they roll, the better they fight the fire. Players can choose to cut firebreaks, which protect tiles from embers blown by wind gusts, or push their luck to reduce flames and possibly even generate reward tokens. If players bust and fail to match at least three of the six symbols on the tile, the fire grows. Another option is to maneuver vehicles — air tanker, helicopter, and brush rig — to save the forest.

Flame tokens are added at the end of each player's turn by the draw of a fire card, which can bring about light or strong wind gusts, increase the strength of the flames on certain tiles, and start fires. Too many flame tokens will cause a tile to scorch and be lost. Losing a terrain tile could also affect the game play. Some tiles are tied to crewmembers' special abilities, while others help the firefighters, and still others cause the fire to spread in unique ways. If eight tiles scorch or the fire camp scorches, the game is over and the forest is lost — but if the intrepid crew can extinguish the fire, the team wins together.

The press-your-luck mechanism with ratcheting rewards creates tension, and the variety of ways to fight the fire makes for interesting choices. The modular tile layout and fire cards bring high replayability to the game, and the acrylic flame tokens provide an enticing table presence

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Downforce
2-6 players, ages 10+, 20-40+ minutes
By Restoration Games

High-stakes bidding on million-dollar race cars. Frantic bets placed in secret even as the cars race around the track. And to the victor, the biggest purse of all. But in the world of motor racing, the margin between victory and defeat can be a single moment: a steep banked turn, tires screaming and spitting out smoke, and the downforce, pressing you down in your seat and keeping you on the track as you make your move inside to pull ahead.

Downforce is a card-driven bidding, racing, and betting game for 2-6 players based on Top Race, the award-winning design by the legendary Wolfgang Kramer. Players first bid to own the six cars in the race, then they play cards from their hand to speed them around the track. However, most cards will also move their opponents' cars. So figuring out just the right time to play a card is the key to victory. Along the way, players make secret bets on who they think will win the race. Whoever has the most money from their prize money, winning bets, and remaining bank wins.

This is a game whose design needed no attention. Years of play and multiple versions have honed it to near perfection. On the contrary, one of the design challenges was figuring which of the many rules modules to incorporate to create the most fun version. Downforce also adds variable player powers to improve replayability. But mostly, it improves the look of the game to make it gorgeous and easy to play. Special attention was paid to the colors, the layout of the cards, the design of the cars, the details on the board, and more.

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Stop Thief!
1-4 players, ages 10+, 30-60+ minutes
By Restoration Games

An alert pops up on your smartphone: A crime has just been committed! Grab your investigator's license and your keen powers of deduction and hunt down the suspect. But watch out because you're not the only private eye on the hunt, and only one of you can slap the cuffs on the suspect and claim the reward. Get enough reward money, and you can finally leave this rat race behind and retire to a sunny tropical beach in the Caribbean.

Stop Thief is a family game of logical deduction for 2-4 players. An invisible suspect commits a crime. Only the sounds they make give them away. Listen to the clues and figure out where they are hiding. Play cards from your unique deck to move around the board, sneak through a window, or even get a private tip. Once you have the suspect pinned down, swoop in and make the arrest.

The obvious first step in this restoration was taking the electronic device and turning it into an app. Doing that allows for better sound quality and a more dynamic platform for different modes of play. Next step was ditching the roll-and-move mechanism and, in general, stripping out some of the luck and adding in a healthy dose of strategy. By replacing the dice with decks of movement cards, it also allows asymmetrical decks, which increases the fun and replayability. Game effects were also added to the suspect cards to further spice things up.

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Indulgence
3-4 players, ages 14+, 40-60+ minutes
By Restoration Games

In the teachings of the Catholic Church, an indulgence may be granted to relieve sins. In some cases, this might be by doing good works or engaging in meaningful prayer, but in the darkest of times, indulgences were sold to anyone willing to make a significant "contribution". As the rising families of the Italian Renaissance conspired and plotted to seize control, the indulgence offered a clear conscience for many a questionable deed committed in the name of power.

Indulgence is a trick-taking game for 3-4 players. On their turn, players choose an edict that gives the rule for the hand. The other players then decide if they want to violate the edict by doing the opposite of what it commands. So "Don’t take any Medicis" suddenly becomes "I must take all the Medicis". Committing a sin can be challenging, but a player attempting it gets the benefit of the indulgence, a token that turns one of their cards into a winning hand. Can you trick your opponents into committing sins without the indulgence? Can you avoid sinning yourself? Whoever can pull that off will end up with a pile of gems and the title of victor.

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Quest for the Antidote
2-6 players, ages 13+, 45-60+ minutes
By Upper Deck Entertainment

In Quest for the Antidote, you and the other players have been poisoned by the mad king! Armed with only your wits and a list of antidote ingredients, you must battle the wilds, monsters, and your fellow players to be the first to return to the apothecary with the items you need.

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Marvel Monsters Unleashed
Vs System 2PCG Expansion
By Upper Deck Entertainment

It’s al hands on deck with the Avengers, Champions, Guardians, X-Men and the Inhumans as they clash with monstrous threats that threaten to destroy every corner of the Marvel Universe.

Fin Fang Foom! Goom! The Thing That Crawls by Night! Lots of Leviathons! The Monsters Unleased initaive puts the greatest heroes in the Marvel Universe against some of the biggest and baddest monsters ever created!

A 400-card expansion for the Vs System 2PCG, players in Monsters Unleashed can play Elsa Bloodstone, Gwenpool, and Mon Girl & Devil Dinosaur as they battle members of the Champions, the Great Lake Avengers, and the Inhumans, as well as many of the Monsters featured in the Monsters Unleashed initiative, plus six Monsters newly created for the comic series.

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Dobble Cars 3
2-5 players, ages 4+, 10+ minutes
By Asmodee

The game of Dobble with imagery from the Pixar movie ‘Cars 3’.

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Bears vs Babies
2-5 players, ages 10+, 20+ minutes
By Bear Food LLC

This is a card game where you build monsters who eat babies. Whoever eats the most babies wins. It was made by the same intelligent, attractive, people who made the best selling, Kickstarter-record breaking game, Exploding Kittens. Each game includes 107 Cards (2.5 x 3.5 inches), a Playmat, an FAQ sheet, and a Rule Book all inside a FURRY BOX!

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NSFW Expansion Pack
Bears vs Babies Expansion
By Bear Food LLC

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Spielbox 2017 #4
Board and Card Games Magazine
By Spielbox

Includes a bonus card for Scythe.


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WARGAMES

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Colonial Twilight: The French-Algerian War, 1954-62
1-2 players, ages 12+, 90-300+ minutes
By GMT Games

Colonial Twilight takes 1 to 2 players into the tangled web of military and political actions comprising the French-Algerian war of 1954-62.

The insurgent Front de Liberation Nationale (FLN), starting from modest beginnings, must build massive and enduring popular support for its cause, and organize to assume power when Algeria finally gains its independence. The Government, representing both the colonial authorities and France’s military leadership, must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. Players will enter the “heart of darkness” as they use military, political, and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence.

This latest instalment in GMT’s popular COIN Series system is the first to be designed for two players. You must consider carefully just what you want to do, and how much of it, before the initiative will slip from your fingers. Also, a full solitaire system enables solo players to test their skill against a devious game-run enemy.

From the Casbah to the Aures, are you ready to run the gauntlet?

View attachment 88396

Bloody Monday
2 players, ages 10+, 60-120+ minutes
By VentoNuovo Games

In June, 1812, Napoleon invaded Russia with over 500,000 troops, not so much to "conquer" anything but really intending to fight on big battle (like Austerlitz) and then dictate terms. Unfortunately, the Russian armies did not comply.

He finally got a big battle at Smolensk, which could be called a French victory...except the Russian armies just retreated and burned. Now under the command of (recalled from retirement) Marshal Kutuzov, the army made a stand near the small village of Borodino, which had only marginal useful defensive terrain but was the best place to stop the French before Moscow.

After two days of skirmishing and probing, the major battle took place Monday, September 7. About 250,000 troops were involved and the two armies lost about 70,000 casualties. It was the single bloodiest day of the entire Napoleonic Wars period.

View attachment 88397

Mounted Map
Bloody Monday Expansion
By VentoNuovo Games

62 x 84cm fully laminated Mounted Mapboard for Bloody Monday.

View attachment 88398

Strategy & Tactics #307 : Cold War, Hot Armor
2 players; magazine + wargame
By Strategy & Tactics Press

Cold War, Hot Armor is a two-player game in which players take command in armored actions during the Cold War. The game is part of a series; this particular game is set during the War in Vietnam, 1954-75. Future games will include battles in continental Africa, the Middle East and eventually a hypothetical NATO-Warsaw Pact conflict. The game system emphasizes command control, combined arms, and evolving technology.

Components: One 22” x 34” map & 280 counters


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COLLECTIBLE CARD, MINIATURE & DICE GAMES

View attachment 88399

Guardians of the Galaxy Booster
Marvel Dice Masters Expansion
By Wizkids

View attachment 88400

Kommo-O-GX Box
Pokemon TCG
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.

Please note: Some of the links in the post above may be “affiliate links”. This means if you click on the link and purchase the item the author of this post will receive an affiliate commission.
 

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JohnnyZemo

Explorer
Glancing through this article reinforces the need for good cover art. Paying an artist to do a decent cover for your product is going to be a huge help in getting people to check it out. That Winter of the World RPG cover is great; it made me want to learn more about the game. I am seriously considering buying it just because the cover makes it look like it will be a good game.

At the other end of the spectrum is Goodman Games's Fifth Edition Fantasy line. I am a huge fan of the Dungeon Crawl Classics RPG and I'm eagerly awaiting my Mutant Crawl Classics book, but the Fifth Edition Fantasy modules have covers that are boring, boring, boring. They're all just headshots of single characters. There's no action, no implication of mystery, nothing. Just a boring headshot. At least #11 has a beholder on it. I guess that is a step in the right direction. The bottom line is that even though I know that Goodman Games puts out quality products, those covers make me much less likely to purchase the adventures.

The monochome cover of the OSRIC module does a great job of communicating, "this is an old school adventure," so it works for me. My only gripe with that one is the name of giant. Strategos? Were his parents big fans of the board game? I get it. As a DM I know how tough it can be to come up with good names. But if I ran an adventure with a character named "Strategos," my players would laugh every time I said his name.
 

Ghal Maraz

Adventurer
Glancing through this article reinforces the need for good cover art. Paying an artist to do a decent cover for your product is going to be a huge help in getting people to check it out. That Winter of the World RPG cover is great; it made me want to learn more about the game. I am seriously considering buying it just because the cover makes it look like it will be a good game.

Yeah, it is a great cover art.

And I guess Cakebread and Walton had no doubt it would be, when they were choosing it, as it is a zooming-in of the iconic cover for the classic "Death on the Reik" supplement for the first edition of Warhammer Fantasy Roleplay! In fact, it is quite fascinating to see it used again as the cover art for a British RPG product!

Between, the author is none other than Master Illuminator Ian Miller himself.
 

Zil

Explorer
Yeah, it is a great cover art.

And I guess Cakebread and Walton had no doubt it would be, when they were choosing it, as it is a zooming-in of the iconic cover for the classic "Death on the Reik" supplement for the first edition of Warhammer Fantasy Roleplay! In fact, it is quite fascinating to see it used again as the cover art for a British RPG product!

Between, the author is none other than Master Illuminator Ian Miller himself.

No, if you look at Death on the Reik again you will see that it is a different, but similar Ian Miller illustration. In fact, it is the illustration he did for the cover of the novel "The Forge in the Forest", the second novel in the series the RPG is based on.
 

Ghal Maraz

Adventurer
Yep, you're right. I was going by memory, but it seemed all too familiar.
In fact, here there are elementa from both the illustrations used as the covers for "Death on the Reik" and "Warhammer City".

Looking at the publishing date of "The forge in the forest", the novel war released in the days of Golden Age Games Workshop, so it seems Ian Miller somehow went the fast and easy way with those three covers!
 

jedijon

Explorer
Oddly enough, the 's' in Strategos avoided any 'Stratego' board game connotations till you mentioned it--still I'm getting more of a whiff of the ever present Romanism of the fantasy-sci-for blends. Say the Red Rising novels. Anyhoo...six to ten adventurers!! Whoah! That's a lot of old school nerds in one place. :(
 

Morrus

Well, that was fun
Staff member
Oddly enough, the 's' in Strategos avoided any 'Stratego' board game connotations till you mentioned it--still I'm getting more of a whiff of the ever present Romanism of the fantasy-sci-for blends. Say the Red Rising novels. Anyhoo...six to ten adventurers!! Whoah! That's a lot of old school nerds in one place. :(

Yeah, the game is called Stratego. Strategos is Greek for “general”.
 

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