New Hobby Releases In Stores & PDF Spotlight: 26th February 2018
  • New Hobby Releases In Stores & PDF Spotlight: 26th February 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



    Remarkable Inns & Their Drinks
    Pathfinder/5th Edition Supplement
    By LoreSmyth

    Turn ordinary tavern visit into remarkable, exciting roleplaying experiences. Need some inspiration for bar brawls? Peculiar games of chance? Innkeeper mannerisms? This book has it all, and more.

    Chronicled by famous adventurer Quilla Bladesong, you will discover famous places such as The North Call Inn, Fizzlenozzle's Hall of Wonders and The King's Coin. Each includes relevant NPC's and a number of secrets and rumors that provide story hooks for many new adventures. Each tavern is written so that it can easily be dropped into your existing campaign world and become a place your players love returning to, time and again!

    • 88 pages of rich, inspirational content
    • Compatible with any tabletop RPG system*
    • 8 ready-made famous taverns & their history
    • NPC's, story hooks, rumors, foods & drinks
    • Optional new gameplay rules
    • Entire section about creating your own taverns
    • Over 1.000 options through random generation tables

    * Some special effects are 5e-ish.

    If you love creating your own wonderful places, Remarkable Inns & Their Drinks provides you a wealth of inspiration and options; there are complete sections full to the brim with generation tables, lists, and ideas to create and populate your taverns. They range from the types of drinks to be served, the variable exotic dishes, memorable features and even a list of 100 More Story Hooks for your Taverns

    A range of exciting optional gameplay rules allows the GM to add a new spin on otherwise ordinary tavern visits. For example, the Security level introduces a new level of detail, posing interesting roleplaying opportunities for both the good and clandestine. Or how about changing how specialist combat skills are unlocked through sought-after veterans, instead of simply acquiring the needed XP? Let our book inspire you!



    13th Age Glorantha
    13th Age Setting
    By Chaosium

    Create your group’s unique Gloranthan campaign using 13th Age: the d20-rolling game of heroic fantasy, escalating combat, One Unique Things, and limb-ripping owlbears!

    For Game Masters, 13th Age Glorantha includes:

    • More than 80 pages of monsters and enemies fully compatible with any 13th Age campaign, including Chaos priests, dragonsnails, scorpionmen, Crater Makers who call down the Moon, and the awesome Chaos demon known as the Crimson Bat.
    • More than 60 pages of ready-to-run adventures and heroquests—venture into myth to refight the battles of the gods and gain their cosmic powers!
    • A distinctive setting that will entertain longtime fans but is aimed at gamers who've never heard of Glorantha.


    If you're a 13th Age player you'll find:

    • 5 new classes, including the hell mother who summons Darkness spirits and giant spiders; the swordmaster Humakti who wields Death; and the trickster who (in theory!) funnels your bad luck onto your enemies.
    • 5 new class variants, including the wind lord, a fighter with magical storm-related exploits; and the rebel, a rogue with the supernatural ability to get where he’s not supposed to be.
    • 2 new PC races, the trolls and ducks, plus Gloranthan humans with new cultural traits.




    The Big Book of Maps for Tabletop Roleplaying Games – Volume 1 : Fantasy Adventure
    Systemless Map Collection
    By Pathstoadventure.com

    The Big Book of Maps for Tabletop Roleplaying Games - Volume 1: Fantasy Adventurecontains over 230 full-color maps created by fantasy cartographer Justin Andrew Mason. The maps are themed towards fantasy adventure.

    Whether your adventures embrace classic high fantasy, swords and sorcery, or fringe on an otherworldly Lovcraftian realm, this collection will provide suitable cartography for your tabletop adventures.

    Dungeons, castles, keeps, temples, sacred sites, urban sprawl, caverns, mines, dwarven halls, elven empires, extradimensional planes, heavenly encounters, hellish delves, and even ancient forgotten advanced technology – this book has it all. There are even ten Underworld mega-dungeons included!

    Every map herein is provided with two versions: a player map and a gamemaster map.

    The player maps are not labeled, have no room numbers, and neatly obscure hidden locations and secret rooms.

    The gamemaster maps display everything including labels, numbers, hidden areas, and secret doors and passages.



    The Hum
    The Strange/Cypher System Adventure
    By Monte Cook Games

    The Hum (from Wikipedia): The Hum is a phenomenon, or collection of phenomena, involving widespread reports of a persistent and invasive low-frequency humming, rumbling, or droning noise not audible to all people.

    The Grand Bavarian Hotel was once frequented by Gilded Age luminaries like Theodore Roosevelt, Harry Houdini, and even Nikola Tesla. Now, after decades of neglect, it’s enjoying a renaissance as popular tourist attraction: The most haunted hotel in America. Stay for a night or a weekend, or enjoy a 1920s-themed masquerade ball. Take the tour of the most haunted floors, or see the “Amazing Tesla Science Engine.”

    Except that the Tesla engine has been stolen. And stories of the hauntings now seem to be more frequent—and credible. The Estate wants to know if all this is related to the low-frequency hum some people claim to have heard as far away as Denver itself—a hum that has allegedly led to a string of gruesome suicides.

    The Hum is an adventure for The Strange suitable for beginning or experienced players.



    Storm and Sail
    Fate Setting/Rulebook
    By Red Dice Diaries

    Waves crash onto the deck, spraying saltwater into the eyes of hardened sailors, their voices drowned out by the thundering roars of cannons, belching fire and death!

    This is the world of Storm & Sail, a world of magic and wonder, but also greed and terror, where Four Great Nations carve up the riches of the New World between them. But there are opportunities for the clever and the fortunate, in this time of uncertainty many strike out on their own, charting a course for plunder and adventure on the High Seas.

    Some Fate Dice and this book are all you need to create astounding stories of daring do and swashbuckling adventure, so grab your treasure map and set sail into the fantastic world of Storm & Sail!

    Storm and Sail is based on the Fate Accelerated rules system published by Evil Hat Productions, and contains all you need to create exciting adventures on the high seas.

    Within this book you will find:
    • Rules for running a pirate game with a crew and a ship, including naval battles and journeys.
    • A Scaling system where your reputation does truly precede you.
    • An elemental-based magic system for high fantasy adventures on the high seas.
    • A new world constantly ravaged by four major countries, and yet still with its own secrets.
    • Rules for building interesting heroes (and villans) in a time of swashbuckling adventure.



    The City Street Market
    Map Pack
    By Map alchemists

    Ahhhh the city streets, where thieve roam in dark alleys and city guards watch their every steps.

    This map shows street corners full of products for sale. You want to play the charisma game, then you came to the good place! Weapons and food, armors and even exotic animals .

    This map could be added to any fantasy /medieval settings.

    1 maps of 8.5x11Day Version and 1 Night Version

    Grided and no grids versions, Full PDF and independant Jpeg's files.

    All maps are 300 DPI



    Distress Call
    Starfinder Adventure
    By Angry Golem Games

    "Everything was going as planned, the deuterium arrived on time and was shipped as expected. It was mostly a game of filling the time until the automatic distress call from the Sawshark that is! The players are sent to investigate a mystery aboard the hi-tech mining vessel. All attempts to contact the Sawshark have gone unanswered. A rescue shuttle is arranged for you to take to investigate the state of the ship and its crew."

    The adventure takes place in an isolated system with four planets and a massive asteroid belt orbiting a dim brown dwarf star. Players are sent to investigate about a ship suddenly gone silent after sending a distress call to the only outpost nearby and it's up to the them to find out what happened!



    Eldritch Lairs
    5th Edition or Pathfinder Adventures
    By Kobold Press

    Confront Evil in its Den!

    To seasoned adventurers, the doom-laden chanting of priests and the cackling of evil wizards means only one thing: deadly peril, and the chance for treasure! (Okay, that’s two things.)

    Eldritch Lairs brings you eight complete Pathfinder RPG adventures for 4th‑ to 8th-level player characters, set in magic‑blasted wastes, dungeons, and deserts. Venture into the dark depths of the earth, through the twisted alleys of a town stricken with a supernatural plague, and beyond, to brave the dangers of

    • A trap-laden lair that requires stealth and clever tactics to survive!
    • A labyrinthine mausoleum, where wormhearted invaders sow chaos and madness among the dead!
    • The schemes of a demon cult of thieves and unscrupulous wizards!
    • An unstable magical artifact built in a ruined ley line conduit!
    • A flying palace seized by an army of gnoll bandits!
    • And much more!


    Eldritch Lairs offers ready-to-go adventures full of magic and horror for your game.



    Book of Heroic Races: Occult Intrigue in the Wilderness
    Pathfinder Sourcebook
    By Jon Brazer Enterprises

    From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now that heroes take on the forms of animals, are filled with spirits of ancient heroes, assume different personas, and wield mastery of the elements, these heroic races can join the fray and save the day like the common races. Enhance your character and your game by adopting an intriguing theme with these occult options as you venture into the wilderness. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Heroic Races today!

    Book of Heroic Races: Occult Intrigue in the Wilderness is the essential expansion for playing an amazing race with a new class. This 45-page supplement features:

    • 76 New Character Archetypes and Class Options for 14 Races, designed specifically for the kineticist, medium, mesmerist, occultist, psychic, shifter, spiritualist, and vigilante classes for the android, catfolk, changeling, dhampir, elan, lizardfolk, merfolk, samsaran, sashahar, skinwalker, tengu, umbral kobold, wyrwood, and wyvaran races
    • 112 New Favored Class Options and 9 New Feats, bringing out the races’ natural abilities for each of these new classes
    • New imagination fuel to create new heroes for your campaign world




    Moat Monsters
    OSR Sourcebook
    By Skirmisher Publishing

    In most fantasy settings, castles and cities are vital components of civilization, and many of these rely on moats for defense. These large ditches are usually filled with water and meant to stop attackers from reaching the outer walls. Although this tactic was successful in real world history, traditional moats are not as effective in fantasy worlds because of the existence of magic. To counter this and thwart fantasy-world invaders, moats could be filled with different materials and energies, or even populated with monsters.

    This sourcebook contains 20 monsters specifically designed to be ideal for occupying moats and enhancing their natural functions, along with ideas on other ways moats can be made more lethal first lines of defense for fortifications. Monsters in it are stat'ed for the "Basic" OGL system and can be easily adapted or used as-is with any RPGs based on or derived from it.



    Fighter Theory
    Systemless Sourcebook
    By Dancing Lights Press

    The appeal of the fighter is that it’s the most generic of character classes. It plays to the most basic rules, regardless of what system you’re using. There are no complicated and esoteric exceptions to be learned, making it perfect for new players. For those interested in roleplaying over tactics, it actually presents a chance to focus on character interactions and narrative because there are, metaphorically, fewer moving parts. At the same time, the variety of types of fighters, based on background, history, weapons, armor, and tactics, makes it a delightful class for veteran players. Where other classes have a broader set of abilities, the fighter allows a player to go deep, exploring maneuvers, feats, stunts, and other special tricks that allow them to be highly effective in almost any type of encounter. While certain other classes might require some explanation as to why they’re in a specific scenario, or simply might not fit with a particular setting, fighters are an appropriate character choice almost anywhere.

    Because Fighter Theory is system-agnostic, this volume will delve more into the perceptions and archetypal personalities of the fighter rather than specific abilities. In places, some broad generalizations will be made. You should adapt the concepts to what best fits the mechanics, setting, and character that you’re working with inside the context of your campaign. As an example, while not all systems have classes, the word fighter will be used generically to represent the actual character element of that name, character archetypes and templates, and other conceptual details that fit the general spirit of the fighter. Because if we’re going to be intellectually honest, we need to just admit that everything in tabletop roleplaying, no matter how innovative, unique, and transcendent it may be, with always be compared to the baseline created by the game that started the hobby.



    Borg Cube Collection
    Star Trek Adventures RPG
    By Modiphius

    This collection contains the following files, with more to be added as they release:
    Star Trek Adventures Core Book Collector's Edition
    Star Trek Core Book Collector's Edition Printer Friendly
    These are the Voyages Volume 1
    These are the Voyages Volume 1 printer friendly
    Star Trek Adventures GM Screen
    Gamemaster Borgscreen printer friendly
    Star Trek Adventures The Next Generation Player Characters
    Star Trek Adventures The Original Series Player Characters
    Star Trek Adventures The Next Generation Player Characters errata
    Star Trek Adventures TNG Starfleet Tile Set
    Commander Ref Sheet
    Commander Ref Sheet Printer friendly
    Communications & Internal ref sheet
    Communications & Internal ref sheet printer friendly
    Conflict Ref Sheet
    Conflict Ref Sheet Printer friendly
    Helm & Nav Ref sheet
    Helm & Nav Ref sheet printer friendly
    Security Oversight & Tactical Reference sheet
    Security Oversight & Tactical Reference sheet Printer Friendly
    Sensors & Internal Ref Sheet
    Sensors & Internal Ref Sheet printer friendly



    Griffin Mountain
    RuneQuest Setting
    By Chaosium

    The perennial favorite returns, fully remastered!

    After years trapped in a dark dungeon, and thanks to the support of loyal RuneQuest fans, we are able to release Griffin Mountain into the wilds again!

    Griffin Mountain details an area 800 kilometers wide. Elder Wilds is where non-humans live and high adventures thrive. Balazar is a wild frontier where anything can happen.

    This book contains extensive notes on the area's geography, history, and inhabitants.

    Meet King Yalaring Monsterslayer who became king of the citadel of Trilus by right of conquest. Visit picturesque Elkoi, built by giants. Trade with Joh Mith, a fat, jovial caravan master with high bargaining skills. Gamble with Hen Cik, one of the caretakers of a legendary caste in Giant Land. Cross the dangerous River of the Damned (full river crossing rules inside). Quest for the powerful windberries, rumored to be found on Griffin Mountain itself. Beware of the ever-present baboons, bears, dragonewts, wild hawks, trolls...

    Get your adventurers ready for a glorious time in Griffin Mountain!



    Car Wars – Deluxe Edition
    Core Rulebook
    By Steve Jackson Games

    Car Wars is the game of combat on the freeways of the not-too-distant future. Choose your vehicle – complete with armor, power plant, suspension, even body style – then take it out on the road. You'll come home an "ace" or you'll crash and burn. If you survive, your abilities will improve, and you can accumulate money to buy bigger and better cars. Advanced rules let you design your own cars, cycles, three-wheelers, vans, trucks, 18-wheel tractor-trailer rigs, buses, boats, hovercraft, even helicopters!

    Car Wars – Deluxe Edition includes a 144-page rulebook, the Car Wars Compendium, for building, arming, and driving your own vehicles; full combat rules, including an introductory "quick start" version; and all the skills you need to create your own "autoduellist" character. Here are all the rules from the original Car Wars game and many of its supplements, edited and reorganized, plus sections on off-road travel, gas engines, jumping and falling, and more!

    Car Wars – Deluxe Edition also gives you hundreds of full-color counters, a giant 32" × 42" map of the fortress town of Midville, a 21" × 32" map of a fortified truck stop of 2048, a 21" × 32" map of the Double Drum Arena, improved road sections (straight and curved), and two "turning keys" that make maneuvering easy.


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    ROLE PLAYING GAMES



    The New World
    7th Sea Sourcebook
    By John Wick Presents

    Change has come to the people of Aztlan. The Theans arrived one hundred years ago and failed in their ambitions of conquest, but their words and desires changed everything. For the first time in thousands of years, the Aztlani people speak of a unified land. The three old nations vie for dominance of their splintered empire, and their ambitions consume all who walk these lands.

    This book contains material for 7th Sea: Second Edition including new mechanics for environmental hazards, Backgrounds, Advantages, Arcana, Stories, Dueling styles and Sorceries. It also includes the three Nations of the former Aztlan Empire:

    • Nahuacan Alliance,a militaristicallianceof cities devoted to the same four gods
    • TzakK’an, a group of disparate city-states bound together by their shared culture living amongst dense jungles and ancient Syrneth ruins
    • Kuraq, a nation led by a single Empress devoted to the dead god Suway and the undead nobles who serve her


    Join the Aztlani people in their struggle to unite in a time of change!



    Dark Designs
    Nightbane Supplement
    By Palladium

    Nightbane Dark Designs is a guide to creating the Nightbane and a sourcebook for players and Game Masters alike. It presents all sorts of new Nightbane creation tables, new Morphus tables, new Talents, and new information. Info and powers that enable players to make memorable Nightbane characters and G.M.s to take their games up a notch.



    Greatest Hits, Vol 1
    Spirit of ’77 Adventures
    By Monkeyfun Studios

    Six of your favorite Spirit of 77 adventures brought together into one softcover compilation:
    · Guns of Brixton
    · Jukebox Villains
    · BEAST: Bound and Down
    · Disco Ambulance
    · Nine Lives in the Fast Lane
    · Women's Prison of the Apes



    Rifter 79
    Magazine
    By Palladium



    Knights of the Dinner Table 252
    Magazine & Comic
    By Kenzer & Co


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    BOARD & CARD GAMES



    Mythos Tales
    1-10 players, ages 13+, 120+ minutes
    By Grey Fox Games

    Welcome to H.P. Lovecraft's Arkham in the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents, and a map of Arkham, your job is to follow the clues from location to location, suspect to suspect, to unravel the mystery and answer the questions posed at the end of each scenario.

    Your score in Mythos Tales depends upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations, and your ability to find the correct answers to the questions. Match wits with Armitage, the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?

    With that in mind, it is time to collaborate with Armitage's investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.



    Greedy Dragons
    2-6 players, ages 8+, 15-3+ minutes
    By Evil Hat Productions

    It’s time to divvy up the dragons’ hoard, but no one wants to share! Can you trick your fellow dragons into leaving you with the most treasure?

    Greedy Dragons is a simple but strategic card stacking game. Overlap cards and build Lairs to collect all the gems—and leave your opponents empty-handed!

    Play one-on-one or team up with other dragons to maximize your loot. Add the magic ring to the hoard to raise the stakes even higher. There are plenty of options to make for hours of gold-grabbing fun!

    Watch out for those greedy, grabby, gem-crazy dragons!



    The Arrival
    2-4 players, ages 12+, 75-90+ minutes
    By Cryptozoic Entertainment

    In a time long forgotten, the cruel Fomori rule over Érin, the green island. They praise their king Balor, who reigns from his fortifications in the north with an iron fist. Old paths and ruins spread over the island's face, which will be called Ireland many generations from now. But new tribes arrive at the island striving for permanent presence. Who will control Érin's fate over the next centuries to come?

    Each player in The Arrival represents a tribe leader who tries to gain predominance over the mythical island of Érin while pushing back the demon-like Fomori. But the players are facing a dilemma, for spreading too quickly means becoming more and more corrupt and strengthening the Fomori in their power...



    Tak University Edition
    2 players, ages 12+, 10-20+ minutes
    By Cheapass Games

    "My next several hours were spent learning how to play tak. Even if I had not been nearly mad with idleness, I would have enjoyed it. Tak is the best sort of game: simple in its rules, complex in its strategy. Bredon beat me handily in all five games we played, but I am proud to say that he never beat me the same way twice." –Kvothe

    Tak is a two-player abstract strategy game dreamed up by Pat Rothfuss in "The Wise Man's Fear" and made reality by James Ernest. In Tak, players attempt to make a road of their pieces connecting two opposite sides of the board.

    The University Edition of Tak features a smaller set of pieces (enough for a 5x5 game) as well as a cloth bag, making Tak portable and compact.



    Council of the Crest Data Pack
    Android Netrunner LCG Expansion
    By Fantasy Flight Games

    Council of the Crest introduces three copies of twenty-new cards to the world of Android: Netrunner focusing on the Sub-Sahran League, the efforts to build a second elevator connecting earth to the moon, and the conspiracies and corporate subterfuge underlining both. In this pack you will find a powerful new virus, a pair of dueling currents, a brand new NBN Identity, and much more.



    Empires of the Void II
    2-5 players, ages 13+, 90+ minutes
    By Red Raven Games

    In Empires of the Void II, you have been given a mission to establish a foothold at the fringe of the galaxy for your galactic empire. The game begins when your massive Worldships reach the fringe, where you must explore, wage war, use diplomacy, and construct buildings to gain victory. The fringe is sparsely populated and the few local sentient species are struggling to survive, leaving huge regions of planets open for exploration and colonization. Many species are eager to ally themselves with a powerful empire to gain security and stability in a chaotic and difficult time.

    As you explore and interact with planets, you will discover unfolding stories of the fringe. Each inhabited planet is home to a unique alien species, with their own goals, values, and problems. Will you give aid by fighting off pirates, transporting goods, and curing strange diseases? Or will you invade and rule with a cruel hand? This may be your last chance to prepare before the Kurross meet you again.



    Wendake
    1-4 players, ages 14+, 60-120+ minutes
    By Placentia

    "Wendake" is the name that the Wyandot People use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region together with the Iroquois, Shawnee, Potomac, Seneca, and many others. In this game, you explore the traditions and everyday life of these tribes during the 1756-1763 period when the Seven Years War between the French and the English took place in these territories.

    But this white man's war is really only a marginal aspect of the game; the focus is on life in the Native villages, fields, and forests. In this game, you won't find the traditional teepees since those were used by southwestern tribes who moved their camps to follow the herds of buffalo. The Natives of the Great Lakes were sedentary, living in long houses. The women farmed beans, corn, and pumpkins, while men hunted beavers in the forests, mainly to sell their pelts as leather.

    In the game Wendake, you are placed in the shoes of a chief of a Native American tribe. You have to manage all of the most important aspects of their lives, earning points on the economic, military, ritual, and mask tracks. The core of the game is the action selection mechanism: You have the opportunity to choose better and better actions over seven game rounds, and the winner will be the player who can find the best combinations of actions and use them to lead their tribe to prosperity. Each player has their own 3x3 action board that is comprised of nine action tiles. The first time you select an action tile each year, you may choose any tile; the second and third times that year, you must choose another action tile in the same column, row, or diagonal as your previously selected tile(s). If the action tile you choose shows more than one action, you can use them only in the order shown, from top to bottom. After the last player has placed (and resolved) their fourth action marker, the restore phase begins.



    Island Hopper
    2-6 players, ages 13+, 30-45+ minutes
    By Eagle-Gryphon Games

    You and your friends all make a living by selling goods amongst a chain of beautiful tropical islands. Sounds great, right? Well, there's a problem. None of you are successful enough to buy your own seaplane, so you all pitched in and bought one together, which means that each day you all have to use the same plane to make all of the day's deliveries – and some of you aren't going to get paid. To make matters worse, the plane is in such disrepair that the instrumentation is broken, the compass demagnetized, and the windshield is covered in cracks, duct tape, and the remains of a few unfortunate seagulls, so the pilot might as well be flying blind...

    Each day in Island Hopper, players auction off the Captain's seat; the player who becomes the Captain is in charge of flying the plane for the day, but cannot make any deliveries of their own. To make their deliveries, the other players bribe the Captain to fly to the islands to which they need to go, thereby earning themselves cash. When it's time for the Captain to fly, the Captain must close his eyes, pick up their goods tokens, and attempt to land them in an island's harbor. A successful landing means that players can fulfill their contracts and the captain collects his bribe — but if the goods splash into the sea, you might find yourself under water...



    Isaribi
    3-5 players, ages 10+, 45+ minutes
    By Eagle-Gryphon Games

    During the heart of the Edo era, the sea surrounding the nearby Edo Bay had a larger abundance of fish and shellfish, much more than the current day and age. Villages built up a thriving fishing lifestyle and market, catching a variety of delicious fish like horse mackerel, shrimp, clams.

    Step back three hundred years ago, and experience what it was like to work in a coastal village in Japan. Players are fishermen trying to earn a living in one of nature's best providers: the sea. Over the course of five rounds, you'll need to bring back enough fish, and use your connections to help your fishing livelihood survive. Make wise choices to increase the number of actions you can take, and borrow money carefully to help further your finances.

    In Isaribi, players have a limited number of action points, and on their turn they perform actions such as get fish, sell the fish, upgrade their fishing ship or net, and gain more AP. Whoever is able to gain the most wealth wins.



    Food Truck Champion
    2-5 players, ages 14+, 45+minutes
    By Daily Magic Games

    Food Truck Champion is a game in which each person plays the owner of a new food truck out to make a name for itself. You will hire staff, cook food and please customers to earn awards and popularity. At the end of the day the food truck with the most popularity wins!



    Attack of the Jelly Monster
    3-5 players, ages 8+, 15+ minutes
    By Libellud

    A jelly monster is invading the city! You and your squad have four hours to collect as much alien matter as possible before the wobbly invader is destroyed by the army. Deploy your squad of dice and fend off the competition!

    To collect alien jelly, position your dice in the various city districts. Only the player with the majority (highest total dice value) will receive a reward in each district! Roll your dice and place one (and only one) die. Then re-roll your remaining dice before placing the next one. Important! Choose your dice carefully because aside from their value, dice have effects that you can apply immediately. Sounds too easy? Everybody plays at the same time! To be the best squad in each district, you have to be faster and smarter than the others!

    Attack of the Jelly Monster is a chaotic tactical party game. Roll your seven dice like crazy to claim majorities, but don't play too quickly! All squads play simultaneously and a competitor might be about to steal a district from under your nose! Be cunning and use the special effects of your dice at just the right time.

    When your city is facing a wobbly disaster, call the Jelly Squads!



    Team Play
    3-6 players, ages 8+, 30+ minutes
    By WizKids

    Which team will be the first to complete eight tasks?

    In Team Play, you try to support your partner by passing along the right cards at the right time to complete goal cards, while also keeping an eye on your opponents and a third eye on the face-up cards in the middle of the table.



    After the Virus
    1-3 players, ages 10+, 30-90+ minutes
    By FryxGames

    The zombie apocalypse is here! After The Virus is a cooperative deck builder in which you and your friends band together to survive and complete different missions. The 15 included missions form a storyline if played in sequence, but don't expect to survive that easily because the zombies will attack you in ever increasing numbers!

    Your deck is invaded by more zombies each time it is reshuffled, so you need to search the area deck for useful weapons and other things to help you. Some stuff can be added to your deck while others will stay in your play area, and still other things will be usable only once in the game. To manage your deck and play area well is critical if you are to complete the mission before you are overwhelmed by the zombies!



    Get Off My Land!
    2-4 players, ages 14+, 30-60+ minutes
    By First Fish Games

    Get Off My Land! is a game of rival farmers competing for limited space and resources. The game takes place over the course a year as you start your farm from nothing, and build it up to generate more money. The player that has managed to amass the most money by the end is the winner.



    Monster Reinforcements Expansion Pack #5
    Valeria: Card Kingdoms Expansion
    By Daily Magic Games

    This expansion adds 13 new monsters (One new monster for every existing stack of monsters) to add a new level of difficulty to Valeria: Card Kingdoms.



    Complicated Board Game: The Card Game
    3-6 players, ages 13+, 15+ minutes
    By Offcut Games

    Complicated Board Game : The Card Game is a simple card game about playing complicated board games. Try to best your friends as you place pieces, discover new rules, change the board, and occasionally realize you're playing an entirely different kind of game. In CBGtCG, we take the nonsense of cracking into a new board game alongside your friends and condense it into a competitive 15 minute game for 3-6 players.



    Constellations
    2-4 players, ages 8+, 30-60+ minutes
    By Xtronaut Enterprises

    In Constellations: The Game of Stargazing and the Night Sky, players compete to populate the sky with real constellations.

    In the game, players draw star cards, which represent the seven types of stars in the universe. Each constellation requires a unique combination of stars to play on the board. As the game progresses and the night sky fills up, players must use their puzzle skills to fit the last few constellations on the board. The player with the most constellation points at the end of the game wins!

    The game also includes an educational workbook about stellar evolution and the history and mythology of constellations.



    Mafiozoo
    2-4 players, ages 12+, 60+ minutes
    By Super Meeple

    Mafiozoo is a revised version of Rüdiger Dorn's Louis XIV. The biggest difference between this and Louis XIV is that the three levels of mission cards have been replaced by a 4×4 map of influential locations. Instead of playing pairs of tokens to fulfill mission cards and gain their superpower, you play the pairs of tokens to place goons on the locations; and where you place goons can grant you access to place goons in new locations.



    V-Commandos
    1-4 players, ages 12+, 30-180+ minutes
    By Triton Noir

    Victory depends on you!

    V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards, then they assemble a team from famous Allied corps:

    U.S. Raiders, British SAS.,

    Devil’s Brigade, SOE, etc. During play, you hide in darkness, wear enemy uniforms, and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy's weapons against them! If you can, get back to cover and turn off the alarms as the enemy has more available troops than you. Thus, you need to focus on completing the mission, then leaving the area as quickly as you can.



    Secret Weapons
    V-Commandos Expansion
    By Triton Noir

    Isolated in hostile territories, strike at the very heart of enemy facilities and sabotage their most strategic secret projects.

    Be the stealthiest heroes of World War 2. Appear like shadows behind enemy lines and carry on outstanding operations to undermine the adversary. Make good use of the commandos’ best weapons: stealth, speed of action and self-control.



    Bye Bye Black Sheep
    2-5 players, ages 8+, 20-30+ minutes
    By Jolly Thinkers

    As a Chinese saying goes, "When walking in a group of three, I must be able to learn from my companions." Now, the animals are going to test this idea during their holiday.

    Bye-Bye Black Sheep is simple but exciting. You draw cards blindly from one another in order to collect a specific number of animal trio cards. Taking some risk may help you achieve your goal faster, but if you draw a black sheep, then it's bye-bye for you and unfortunately it will scare away all the animals waiting at the watering hole. Will you be lucky enough to come across the helpful eagle, spying mole, and thieving magpie? Say hello to Bye-bye Black Sheep!



    Undercover Allies
    Deception: Murder in Hong Kong Expansion
    By Grey Fox Games / Jolly Thinkers

    A tremor of fear ripples through the population in the streets of Hong Kong. Word is out that a recent string of murders may have been committed by one of the very investigators charged with solving them. The police are bringing in more help. Behind the scenes, the killer is recruiting too.

    In Deception: Undercover Allies, new roles give special powers to both teams. More means and clue cards increase the possible solutions to the crime. Fresh scene tiles bring more life to the forensic scientist’s descriptions. And a new event challenges the already tenuous trust which exists among the investigators.

    With so many new variables, both sides will have to find new ways to deal with the deception that surrounds them.


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    MINIATURES & MINIATURE GAMES



    Gang War 2
    Necromunda: Underhive Supplement
    By Games Workshop

    The rules included with the Necromunda: Underhive boxed game cover battles between Houses Escher and Goliath – these are not the only Houses vying for supremacy of the underhives. Necromunda: Gang War 2 introduces House Orlock; an industrial superpower, a clenched fist of gangers well-equipped, well-trained and unified in purpose. Along with this, the book introduces a variety of Hired Guns, and rules for the hazards found in the Badzone Delta-7 set of board tiles (sold separately).



    Orlock Gang
    Necromunda: Underhive Miniatures
    By Games Workshop



    Orlock Gang Cards
    Necromunda: Underhive Accessory
    By Games Workshop



    Orlock Gang Dice
    Necromunda: Underhive Miniatures
    By Games Workshop



    The Chosen Axes
    Warhammer Underworlds : Shadespire Expansion
    By Games Workshop



    Spiteclaw’s Swarm
    Warhammer Underworlds : Shadespire Expansion
    By Games Workshop



    Fyreslayers & Skaven Dice Packs
    Warhammer Underworlds : Shadespire Accessories
    By Games Workshop



    The Chosen Axes & Spiteclaw’s Swarms Sleeves
    Warhammer Underworlds : Shadespire Accessories
    By Games Workshop



    The Engineer’s Guild: Precision Mode
    Guild Ball Expansion
    By SteamForged Games



    Farmer’s Guild: Old Father’s Harvest
    Guild Ball Expansion
    By SteamForged Games



    Romulan Faction Pack 1
    Star Trek: Attack Wing Expansion
    By WizKids



    280194-0698 Irmandinhos
    Infinity Miniature
    By Corvus Belli



    280298-0697 Knights Hospitaller (4)
    Infinity Miniatures
    By Corvus Belli



    280399-0702 Kuang Shi (4)
    Infinity Miniatures
    By Corvus Belli



    280494-0707 Al Hawwa’ Unit (Hacker / Sniper)
    Infinity Miniatures
    By Corvus Belli



    280592-0700 Spektrs (Boarding Shotgun / Hacker)
    Infinity Miniatures
    By Corvus Belli



    280689-0701 Bit and Kiss! (Hacker)
    Infinity Miniatures
    By Corvus Belli



    280859-0708 Garuda Tactbots (Boarding Shotgun)
    Infinity Miniature
    By Corvus Belli


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    WARGAMES



    The Battles of Mollwitz and Chotusitz: The First Silesian War
    2 players
    By Clash of Arms

    The latest instalment of the BAR series, Mollwitz and Chotusitz: Battles of the First Silesian War, contains the first two battles of Frederick the Great's career as he began to forge his legacy as the greatest general of his generation. But be aware, this is not the Prussian army of the Seven Years War!

    At Mollwitz (April 10, 1741), King Frederick II has been outmaneuvered by FM Neipperg. The plodding Prussians must advance over snowy fields to assault the waiting Austrian infantry and escape the entrapment. The Austrian player, with superior cavalry, must use that cavalry to slow down or distract the Prussian infantry before they devastate their Austrian counterparts. Each side has their strengths and (weaknesses) and must seek to maximise them to their benefit before time runs out. And, there is always the possibility that Frederick will flee the battle ...

    At Chosusitz (May 17, 1742), the Austrian army under Prince Charles has again outmaneuvered Frederick and hopes to annihilate the isolated part of his army. The pressure is on as the Austrians must attack quickly before the bulk of the Prussian army arrives as reinforcements. This is a finely matched battle with the Austrians as the attackers!

    Both battles are only one map in size with less than the usual number of counters. Chosusitz is roughly the size of the BAR game of Lobositz whereas Mollwitz has only 2/3 of the counters of Chosusitz.


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    COLLECTIBLE CARD, MINIATURE & DICE GAMES



    Cleric and Thief Starter Set
    Munchkin Collectible Card Game
    2 players, ages 10+, 20-40+ minutes
    By Steve Jackson Games

    Munchkin Collectible Card Game is a combat game in which players level up turn after turn, put loot into play to give themselves benefits, and attack (or bluff attacks!) against one another. Eliminate the other player first, and you win!

    The Cleric & Thief Starter Set includes two 40-card decks, tokens, level dials, a six-sided die, quick-start rules, and two Hero cards. The Dwarf Cleric laughs in the face of pain as he heals himself, turn after turn, but the Elf Thief cheats and steals as often as possible...and getting caught cheating is sometimes part of her plan!



    Ranger and Warrior Starter Set
    Munchkin Collectible Card Game
    2 players, ages 10+, 20-40+ minutes
    By Steve Jackson Games



    Wizard and Bard Starter Set
    Munchkin Collectible Card Game
    2 players, ages 10+, 20-40+ minutes
    By Steve Jackson Games



    Munchkin CCG Booster
    Munchkin Collectible Card Game
    By Steve Jackson Games

    Each Munchkin Collectible Card Game: Booster contains twelve randomized cards from the hundreds of cards in Season 1.



    Gears of the Apocalypse Booster Pack Vol. 3
    Dragonborne TCG Expansion
    By Bushiroad



    Nature’s Wrath Trial Deck Vol. 5
    Dragonborne TCG 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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