New Hobby Releases In Stores & PDF Spotlight: 22nd January 2018

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! In addition to the games hitting your local store we also take a look at 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 PDF SPOTLIGHTS

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The Savage Worlds of Flash Gordon
Savage Worlds Setting
By Pinnacle Entertainment

On the rogue planet of Mongo, a brutal and sadistic tyrant named Ming the Merciless rules from his royal palace at the heart of Mingo City.

Secretly defying the emperor’s reign of terror are the Freemen, revolutionaries banded together from a number of kingdoms around the globe. From the winged hawkmen of Sky City to the ice giants of Naquk, from the water-breathing Coralians to the tree-dwelling Arborians, and from the nomadic lion men to the dwarfs of the Magnetic Mountains, many who have suffered under the drogiron fist of Emperor Ming have united under their own standard to see that the despot is deposed and freedom for all becomes the law of the land.

Inspiring this growing rebellion are three aliens from Earth: Dr. Hans Zarkov, Dale Arden, and Flash Gordon, the man whose face emboldens all who wish to live on a world free of Ming!

The Flash Gordon™ Roleplaying Game core rulebook contains updates to the Savage Worlds core rules system, new rules for powers, races, Edges and Hindrances, gear, rocket ships, and some of the most unique Setting Rules we’ve ever designed! It also includes a gazetteer of the fantastic world of Mongo, a Plot Point campaign, Savage Tales, and a host of heroes, villains, and horrific beasts for the Game Master’s eyes only!

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Infinity RPG
Core Rulebook
By Modiphius

In the twisted jungles of Paradiso, humanity fights for its survival. The fierce, alien warriors of the Combined Army have poured through the Acheron Gate, descending upon the emerald jungles of the newest colonial world in a seemingly unstoppable torrent. The bestial Morat pound the Paradiso front, where brave men and women fight ceaselessly to maintain a defensive line which the sly Shasvastii penetrate with devastating ease. In the star-swept skies above, the collected might of humanity's armadas maintain a life-or-death blockade to cut off an endless horde of alien reinforcements. And if any of humanity's fractious forces falter, then all may be lost...

But beyond the terrifying holding action, the intrigues and adventures of the human sphere spin on. Space pirates cruise through the shattered planetoids of Human Edge. Scientists and adventurers delve the oceans of Varuna. Merchants guilds scheme amidst the scourging sands of Bourak. From Yutang, the Emperor gazes forth from an uneasy throne. Titanic war machines stride across the icy plains of Svalarheima. Byzantine hypercops struggle for dominance amidst the chrome towers of Neoterra.

For the last ten years, players have tested their mettle upon the battlefields of the Human Sphere in Corvus Belli's hugely-popular Infinity skirmish game. Now you can expand your adventures, diving deep into the amazing, never-before-seen depths of the Infinity universe with the ultimate science-fiction roleplaying game.

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Spires in the Sky
WOIN Adventure
By EN Publishing

Who builds a medieval town on the back of a buried spaceship?

The medieval Eastern township of Hoan, on the sub-content of Guan-Xing, on a primitive planet known as CET-X1B, surrounds an ancient ziggurat known as the Fortress of Eternal Vigilance - a fortress with an astonishing secret!

When the PCs discover a powerful artifact in the Temple of Jet-El, they are bid to take it to Hoan. Little do they know that this artifact will bring about a great calamity in the burgeoning city-state.

When the spired slums of Hoan suddenly take to the air in a cacophony of ripping timbers and desperate screams, it's up to the heroes to set them back down again - or use them as a weapon themselves.

An introductory adventure suitable for 4 to 6 characters at grade 5, this module mixes sci-fi and fantasy in a medieval Eastern setting!

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Ambrosia Manual
Core Rulebook
By Red Eyed Rabbit

Ambrosia is a unique fantasy role-playing game, inspired by the history and the folklore of the Low Countries. with streamlined yet versatile and open game mechanics, just as accessible for veterans and new players, as well as a living, interactive setting, Ambrosia tries to assert itself as a fresh breeze of originality in the realm of role-playing games.

This book contains the core rules for Ambrosia and as such forms an indispensible reference for all players and game-masters. In these pages, you'll find everything you need to create a character, both pertaining to their personality, skills and equipment, while the secrets of the magic current are also revealed.

The Manual is the perfect starting point to take your first steps into the mysterious, dangerous, but most of all fascinating world of Ambrosia!

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Great Rift Adventure 2: Deepnight Endeavour
Traveller Adventure
By Mongoose Publishing

A terrifying struggle against a truly alien force in the depths of the Great Rift…

Great Rift Adventure 2: Deepnight Endeavour takes place aboard a derelict exploration vessel which the Travellers must enter to locate fuel. With no way to get home, they discover there are survivors, and that the ship has taken aboard a malevolent entity seeking to reach an inhabited planet. The Travellers might simply try to escape or they could attempt to destroy the entity, but they will face opposition from the original crew as well as the entity itself.

This adventure includes full deck plans and descriptions of the massive exploration ship, the Deepnight Endeavour, along with factions of surviving crew members, and the horrifying alien presence that has infected the vessel…

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Adventure Theory
Systemless Sourcebook
By Dancing Lights Press

Any System! Any Setting!

Adventure is the Third Pillar of Fantasy Stoytelling.

This book is about story. I named it Adventure Theory because it’s a more compelling title for tabletop roleplaying gamers, but it’s only one component of a great fantasy adventure. To have a compelling adventure, you need solid characters and an interesting setting as well as a moderately coherent plot and goals. The previous volumes in the Foragers Guild Guide series dealt with the former two pillars of fantasy storytelling. This book deals with how to structure the story element of your game, as well as how story interacts with and is influenced by the other elements of emergent character development and worldbuilding.

What this book isn’t going to give you is advice on encounter design. Plenty has been written about that, a lot of it system-specific. The only sort of “game balance” you’ll find referenced herein will refer to balancing the needs of the gamemaster, the players, and the characters. Gamemasters need the processes for preparing and running a game to be streamlined and easy. Players need to get the type of satisfaction they’re looking for from game play. Characters all need to have something useful and meaningful to do within the story. Making sure your challenge rating numbers up isn’t enough to accomplish those things.

I wrote Adventure Theory to help tie character, setting, and story together into a coherent whole. All of the plot hooks that the gamemaster came up with while worldbuilding, plus all of the things players inserted into their character back story, can be pulled together with a little structure and a lot of imagination. So sit back, take notes, and enjoy!

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Deadly Delves: Nine Lives For Petane
Pathfinder Adventure
By Jon Brazer Enterprises

When You Call Forth The Dead, What Horrors Will Answer?

The Barony of Petane has lost its sole remaining heir at sea, and the artifact which the Petane noble line wields to ensure the region’s prosperity will only function for a member of their bloodline. To ensure that her family’s legacy continues for the sake of her realm, Baroness Jelia Petane seeks a group of experienced adventurers to delve into the Tombs of Valor and resurrect a long-lost ancestor using a powerful ancient amulet secured by the Barony’s operatives—just find his tomb, activate the amulet, and escort him back to the Baroness. Easy, right? Right...

Nine Lives For Petane is an exciting adventure module in Jon Brazer Enterprises’ Deadly Delves series and is compatible with the best-selling Pathfinder Roleplaying Game. This adventure is designed to challenge four to five 12th-level PCs like no other content has to date. Inside this volume, you’ll find:​


  • [*=center]9 New and Variant Monsters, including demonic vampire spawn, a psionic ghoul and her tormented psyche, an aboleth spawned from the Abyss, and a vengeful bloodrager whose anger burns from beyond the grave
    [*=center]6 Fully-Statted New NPCs, including a tiefling ally and a multitude of new catfolk adversaries suitable for use in any campaign
    [*=center]2 Unique Traps to confound your players
    [*=center]A Full-Color Map of the Tombs of Valor
    [*=center]A New Magic Item which can act as the impetus for an entire campaign arc—the amulet of nine lives
    [*=center]Enough content to get your group of 12th-level PCs all the way to 13th level

Dangers Unknown. Treasures Untold. Adventure Awaits.

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Castle Oldskull – Oldskull Dungeon Bestiary
OSR Sourcebook
By Kent David Kelly

A major companion work to the well-received CLASSIC DUNGEON DESIGN GUIDE series, this epic bestiary is the great compendium of monsters, dragons, devils, and all the eldritch horrors who haunt the netherworld. This massive tome is an ideal work for Game Masters conducting pen-and-paper Fantasy Role-Playing Games. Now, with one huge resource, you can populate your entire mega-dungeon in record time with 79 different random encounter tables, 5,000 different classic encounters!

THE OLDSKULL DUNGEON BESTIARY is not only the greatest dungeon encounter generator of all time. This book also includes over 450 monsters and citations for over 1,000 subspecies, all derived from an exhaustive research project which explored the depths of folklore, demonology, occultism and world mythology. This tome includes one of the most detailed analyses of FRPG links to real-world folklore and netherworld grimoires ever published.

At hundreds of pages, THE OLDSKULL DUNGEON BESTIARY is both exhaustively comprehensive and easy to use. Two different random encounter systems are included to meet the harried GM’s needs. The first, Oldskull Impious, is designed to give immediate results for improvised encounters on a moment’s notice; the second, Oldskull Magnus, is a complex long-form 200-page system with one of the most extensively researched selections of old school dungeon monsters ever offered. Iconic monster pairings for “dual encounters” (such as ghuls and ghasts, evil elves and giant spiders, fire giants and hell hounds, and so forth) are also featured, and balanced for inclusion in any dungeon.

Best of all, the CASTLE OLDSKULL series is also system-neutral. No matter which of the many FRPGs you choose to play, from basic skill level to advanced, a first edition or a fifth or anything in between, the lessons you master here will serve you in your gaming for years to come. Learn how to make the most of your ever-dwindling prep time, so that you can spend those saved hours gaming with your friends!


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ROLE PLAYING GAMES

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Lore of the Gods
Pathfinder Supplement
By Dragonwing

Lore of the Gods introduces four new pantheons to your Pathfinder Roleplaying Game campaigns. Choose from Egyptian, Greek, Mesopotamian, and Norse mythologies, and learn the histories behind each god profiled. Deity profiles include favoured classes and races, plus rules for creating avatars, demigods, deities, and even designing your own pantheon.

Also included are new feats, skills, domains, spells, magic items, as well as new base classes, prestige classes, and templates that are directly influenced by certain deities, creatures, beasts, and heroes drawn directly from mythological lore. Whether it’s Odin, Zeus, Amon, or Ishtar, show your players that there are reasons why the gods grant bonus – or bring doom.

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BOARD & CARD GAMES

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Hunt for the Ring
2-5 players, ages 13+, 90-180+ minutes
By Ares Games

In Hunt for the Ring, one player takes the role of Frodo and his companions, who are journeying from the Shire to Rivendell, while up to four other players represent the Nazgûl who are trying to hunt down the hobbits. While traveling, Frodo and others must resist being corrupted by the Ring that he wears.

Hunt for the Ring is a hidden movement game played in two chapters, with each chapter being played on a different game board. In the first chapter, the Frodo player attempts to move from the Shire to Bree, gaining corruption points if they fail to do so after sixteen turns. If the Frodo player succeeds, they can either record their exit point (and other game details) to play the second chapter at a later time, or they can continue immediately, with the second chapter having the Frodo player move from Bree to Rivendell. In this chapter, the Frodo player doesn't control the hobbits directly, but instead draws cards from a journey deck, with each card showing one of many paths to Rivendell.

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Carcosa
1-4 players, ages 12+, 45-60+ minutes
By One Free Elephant

In Carcosa, you summon forth the home of the Tattered King, one tile at a time, using your cultists to control leylines, conduct rituals, and influence the districts of Carcosa itself. If they displease you, you can sacrifice them to the dark waters of Lake Hali for the pleasure of the King.

Each player leads a Lovecraftian cult, taking turns using their prophet to select a tile representing a section of Carcosa from the cult board and adding it to the growing magnificent landscape of ritual sites, leylines, towers and domes. Players can then deploy cultists to control a leyline, conduct a ritual, or influence the districts they have just summoned.

But Carcosa is no normal city! You must stabilize your summoned tiles with power drawn from leylines or they may be reshaped by other cults! Recruit more cultists by conducting the Forbidden Play at theatres you summon! Send your cultists to gather power and watch them be driven mad by the terrible secrets! Use your oracles to spend power on game-changing spells! Sacrifice your cultists to the horrific avatars of the King!

The game will end either when a cult gathers enough power to conduct the final summoning of the King in Yellow or enough tiles are placed such that Carcosa becomes a permanent feature of our Earth and the cult with the most power seizes control. Only one cult can succeed in these insane tasks — but in Lovecraft's mythos, can one truly call that winning?

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Borg Assimilation
Star Trek: Ascendancy Expansion
By Gale Force 9

Star Trek: Ascendancy – Borg Assimilation adds an all-new threat to the game. The Borg are an independent menace, attacking players' ships and assimilating civilized worlds. If the Borg are not dealt with, they could overwhelm the Galaxy. Can the great civilizations put aside their rivalries long enough to face the Borg as a united front? Or will they try to combat the Borg onslaught individually, seizing Borg technology for themselves?

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Sakura
2-6 players, ages 10+, 20-45+ minutes
By A Games

Every spring, the cherry trees blossom all over Japan. The Japanese celebrate this occasion, as according to their traditions the goddess of Fuji mountain, Konohana Sakuya Hima, revives the fallen flowers at this time. The cherry flower is a symbol of vitality called "sakura".

The players in Sakura aim to play cards without taking any hands. They have to play two cards each time, one on each side of the Jin-Jang card following the rules, which by default require higher number on the Jin side and lower on the Jang side in the same color. (Alternatively, a player can place the same number in any color.) Also, the players are aided in their success by several characters, who require payment (money). The game ends when everyone has only two cards left in their hand. The player who earns the fewest points wins the favor of the goddess and glory will be theirs until next spring.

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Welcome to Centerville
2-4 players, ages 12+, 30-80+ minutes
By GMT Games

Centerville is a relatively light board game for 2-4 players. Centerville abstractly models the growth and management of a small city — perhaps not unlike the one you're in right now.

Players act as entrepreneurs, tycoons, politicians, and other local movers and shakers working to develop a modern urban area. Fortunes will be made and fame will rise. As time goes by, personal milestones will enrich the players even further.

Throughout the game, players will roll six dice, keeping some and rerolling others, then implementing the various die faces on the game board. This will result in political offices being gained and lost, new vocations learned, new land acquired, or new buildings constructed. The end result is a vibrant community revered near and wide — but only the player who has best balanced their wealth and prestige will emerge the final victor.

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Unrest
Nations: The Dice Game Expansion
By Lautapelit

Beware! Unrest may manifest itself in the worst possible situation. New benefits await the Nations that act quickly. Build the greatest Nation from your unique starting conditions!

Unrest, the first big expansion for Nations: The Dice Game, includes eight new nations. Four additional new concepts are included: Green dice - Unrest (which makes dice rolling a bit more challenging), Star rerolls (these respond to dice showing Unrest icons), Bonus tiles (something else to aim for each round), and Pass first tiles (get more benefits). Together with the 36 new Progress cards, the replayability is increased significantly. This expansion is recommended when you are experienced with the base game.

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Hero Pack 2
Last Night on Earth Expansion
By Flying Frog Productions

Last Night on Earth: Hero Pack 2 introduces four exciting new heroes to the Last Night on Earth base game. Each character has a highly detailed plastic miniature and character sheet. Also included are new game cards and a challenging new scenario.

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Lancelot
2-4 players, ages 14+, 60-90+ minutes
By WizKids

In the Court of King Arthur, you are the Knights that prove their individual valor by performing heroic deeds, setting out on the quest for the Grail, and obtaining the Knightly Virtues. The goal? To be elected First Knight — Lancelot — he who will steal the heart of Queen Guinevere.

In Lancelot, you will travel the lands of ancient Britain, courting ladies and defeating enemy knights to gain Knightly Virtues. You will walk other paths to fulfill quests. You will meet the Lady of the Lake and as reward, she will gift you the legendary sword, Excalibur — and Excalibur will keep you safe for just as Merlin may be your ally, your true enemy will be Morgana!

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Small Detectives
2-5 players, ages 8+, 15-30+ minutes
By Pixie Games

Dark days in Smalltown, a quiet suburb where nothing ever happens... The corpse of Mr Shuman was found in unusual circumstances. The local police has never seen a similar crime, and is even unable to determine the murder weapon! So they’re asking for your help to clear up this case. Who’s guilty? What weapon was used? Let’s find out, and prove you’re the best detective in town!

Small Detectives is a light and fast paced whodunnit game, kind of a modernized version of Clue.

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Pie Town
2-4 players, ages 14+.60-90+ minutes
By Renegade Game Studios

Welcome to Pie Town, a community built on apples and butter. Business here is no cake walk, so manage your operation well and keep your secret recipe secret.

Pie Town is a worker-dice placement game with hidden information. You need to manage your constantly changing workforce to harvest, bake, and sell pies while deducing other players' secret recipes! Now is your chance to become the best pie shop in town!

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The Goddess of Ishra
Ashes of the Phoenixborn Expansion
By Plaid Hat Games

A new Phoenixborn enters the fray with The Goddess of Ishra expansion deck for Ashes: Rise of the Phoenixborn! All enemies kneel before Astrea, who provides enlightenment to all who seek her out. Spring into action with this full, ready-to-play deck, or use the cards you find here to build your own deck centered on the Phoenixborn of your choice. The Goddess of Ishra gives you the freedom to find new combinations of cards and unlock new types of decks. With each Ashes expansion deck, you can supplement your collection with new spell and unit cards in order to play out all-new battles!

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The Boy Among Wolves
Ashes of the Phoenixborn Expansion
By Plaid Hat Games

Wild is the son of the Spiral Jungle. Koji Wolfcub walks boldly into your games of Ashes: Rise of the Phoenixborn in The Boy Among Wolves expansion deck. The jungle itself rises up to help him in his fight to restore the world. Bring his power to the table in this ready-to-play expansion deck or use the cards you find here to customize your own deck.

In addition to Koji Wolfcub, The Boy Among Wolves includes new spells, units, and conjurations that give you the freedom to create your own combinations of cards and explore the world of Ashes like never before!

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Goodwill
2-6 players, ages 12+, 45-90+ minutes
By Pixie Games

In GoodWill, you play an investor, trying to maximize his capital by buying and selling the shares of 3 companies, thanks to the privileged information you have access to.

Each turn, each investor has a look at two end-of-turn events, changing prices resources, rationalizing production chain of a firm or advertising occurring that help a firm gain market shares...

Based on this information, players will estimate a price for each firm. Players who gave lowest price will send a share to the one who gave the highest price.

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Feral Vampires Mission Pack
Shadows of Brimstone Expansion
By Flying Frog Productions

Each of the Mission Packs is a themed adventure set including a new Enemy type, new cards themed for those Enemies, a set of new Missions involving them, and a new Objective Room Map Tile that, like the other map tiles in the game, is double-sided. It has an Old West Mine side and an OtherWorld side, both for use with the themed Missions of the set.

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Hellfire Succubi Mission Pack
Shadows of Brimstone Expansion
By Flying Frog Productions

Each of the Mission Packs is a themed adventure set including a new Enemy type, new cards themed for those Enemies, a set of new Missions involving them, and a new Objective Room Map Tile that, like the other map tiles in the game, is double-sided. It has an Old West Mine side and an OtherWorld side, both for use with the themed Missions of the set.

Shadows of Brimstone: Hellfire Succubi Mission Pack includes 6 Hellfire Succubi of Cynder.

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Blank
2-6 players, ages 8+, 10-15+ minutes
By Creativity Hub

BLANK is the fast and fun interactive card game you customize with every win! As you play, you create new rules and card effects, making your copy of BLANK unique.

Be the first player to get rid of all of your cards. Watch out for the Rule Cards or you might suffer a Penalty. Keep your eyes peeled for Game Card effects that might change the course of the game. Not only does the winner enjoy the glory of victory, they also get to create a new Rule Card or customize a Game Card. Winning means you get to make your mark, changing the game forever!

The game comes with 72 Game Cards, six of which come pre-filled with illustrations and game effects. Thirty are fully illustrated, and the remaining 36 are ready to be customized by winning players. There are also 38 Rule Cards included, with 14 made to get you started, and 24 blanks for you to add to the game as you continue.

As the games continue and more cards are added, your copy of BLANK will evolve into a unique snapshot of your gaming group or family. Share your favorite rules with friends or the wider BLANK community! Your favorites may even end up in future versions of the game!


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MINIATURES & MINIATURE GAMES

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Kobolds & Cobblestones
Fantasy Skirmish Rules
By Osprey

Kobolds & Cobblestones is a skirmish wargame for rumbles between gangs in the city of Ordinsport's seedy underbelly. Players hire gangs of criminals, thugs and enforcers from a number of classic Fantasy races, and attempt to take control of the underworld and establish themselves as the city's kingpins. Playing card-based mechanics and a cunning bribery element keep players on their toes, as a one-sided battle can turn around in a flash.

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Hunting Grounds
Dracula’s America: Shadows of the West Supplement
By Osprey

This supplement for Dracula's America: Shadows of the West contains a host of new rules and material and offers something for every player.

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280193-0695 3rd Highlander Grey Rifles (HMG)
Infinity Miniature
By Corvus Belli

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280297-0694 Croc Men (Boarding Shotgun / Hacker)
Infinity Miniatures
By Corvus Belli

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280591-0696 Die Morlock Gruppe (4)
Infinity Miniatures
By Corvus Belli

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280688-0692 The Charontids (Plasma Rifle)
Infinity Miniature
By Corvus Belli

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280728-0690 Warcors, War Correspondents (Stun Pistol)
Infinity Miniature
By Corvus Belli

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280858-0691 Thorakitai (4)
Infinity Miniatures
By Corvus Belli

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280934-0693 Igao Unit (Boarding Shotgun / DA CC Weapon)
Infinity Miniatures
By Corvus Belli


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WARGAMES

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Pendragon – The Fall of Roman Britain
1-4 players, ages 12+, 60360+ minutes
By GMT Games

Volume VIII in GMT’s COIN Series transports us into the 4th and 5th Centuries A.D. and to the embattled Isle of Britannia. Pendragon – The Fall of Roman Britain covers a century of history from the first large-scale raids of Irish, Pict, and Saxon raiders, to the establishment of successor kingdoms, both Celtic and Germanic. This sumptuous volume adapts the celebrated asymmetrical COIN engine to depict the political, military, religious, and economic struggles of Dark Ages Britain.

Shrouded in mists of myth and legend, this story so foundational to many national groups has been subject to many different narratives and interpretations. The traditional Victorian vision of brutal and violent conquest of Roman and Celtic Britain by Anglo-Saxon raiders and invaders now collides with modern historical views ranging from continuity of tribal rivalries to quasi-peaceful cohabitation and acculturation.

Pendragon leverages the tremendous flexibility of the COIN system, from dual events to dissimilar approaches and victory conditions, to capture the complexity of the period and let the players explore alternative narratives. Unlike earlier volumes, Pendragon is not about counterinsurgency per se, but focuses on the asymmetrical clashes between and among Romano-British authorities and Barbarian powers gnashing over the carcass of the Roman Empire.

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Special Ops #7
Wargames Magazine
By Multiman Publishing

Special Ops #7 has eight articles, two ASL scenarios, two ASLSK scenarios, and Autumn For Barbarossa, a complete Standard Combat Series (SCS) game.

Featured articles cover Baptism By Fire (BCS), Angola! (IGS), Soviet play in Case Blue (OCS), BCS design concepts, analyzing OCS with hints and examples, deciding which OCS scenarios are right for you, pillboxes in ASL, and a preview of the upcoming PTO addition to ASL Starter Kit line.

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Wild Blue Yonder
1-8 players, ages 12+, 15-180+ mintes
By GMT Games

In 1992, GMT released Rise of the Luftwaffe, the first Down in Flames WWII air combat card game. That game covered the early part of the War in Europe, from 1939 to early 1942. It was followed a few years later by the 8th Air Force expansion module, which added aircraft and campaigns for the latter part of the war.

Since then there have been two more games, two packs of additional aircraft, and a large number of C3i modules for the series. However, the original two games have been long out of print. GMT has considered a number of options to address that, from straight reprints to a base game/ campaign module arrangement. Finally, though, the company has decided to P500 an entire new game covering the war in the ETO from 1940-1944.

Wild Blue Yonder will be a true deluxe Down in Flames product. It will contain a dozen full campaigns, over 200 aircraft cards, plus all of the necessary targets, resource sheets, and play aids needed for play. All of this will be packaged in a large box similar to the ones for the Combat Commander games.

Many of the campaigns will be on the same subjects as those in Rise of the Luftwaffe, 8th Air Force and various C3i modules. However, they will not be simple reprints of those campaigns. Wild Blue Yonder will contain three different types of campaigns, Land Campaigns, Progressive Campaigns, and Operations (The Schweinfurt Raids, for example). The first type will be the familiar “standard” DiF campaign to which players of the system are accustomed. Progressive Campaigns give both players a fixed “order of battle” along with reinforcements and replacements they will have to use throughout the campaign. This will reflect the more attritional nature of these air campaigns. The game will also include one solitaire campaign for players who don’t have an opponent available.

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COLLECTIBLE CARD, MINIATURE & DICE GAMES

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The Awakening Zoo Extra Booster
Cardfight Vanguard Expansion
By Bushiroad

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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