New Releases In Stores This (ok, last...) Week : 27th February 2017

This is the first of a two-parter New Releases column this week. As you may have noticed we didn't post *last* weeks column so we're playing catch up. Here's a rundown of the New Releases that should have hit games stores last week! Board games, card games, RPGs, Wargames, Miniatures and collectible games... hopefully something for everyone! For more information about any of the products please contact your local games store. Next weeks column will be posted later!

ROLE PLAYING GAMES

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Lands of Conflict
Pathfinder Campaign Setting
by Paizo Publishing

Never Surrender!

A seemingly endless war rages between the expansionist nation of Molthune and its fiercely independent neighbor Nirmathas. To Molthune, it's a civil war to preserve its legacy of unification; to Nirmathas, a war to throw off tyrannical occupation. Ancient ruins, headstrong leaders, and longstanding feuds are present on both sides—but the similarities end there.

Cosmopolitan and wealthy, Molthune grasps at glory and power as it struggles for recognition and security. Rugged and resourceful, Nirmathas operates less as a nation and more as a free frontier, bound together only in its resistance to outside control. Nirmathas and its conflict with Molthune provide the setting for the Ironfang Invasion Adventure Path, making this comprehensive sourcebook a perfect supplement for that campaign.

Within these pages, you'll find:
· An extensive look at the region's history, stretching back before the current conflict, before its occupation by Cheliax, and even before the Whispering Tyrant's stranglehold on the region.
· Detailed gazetteers on both Molthune and Nirmathas, offering over 50 distinct locations within both nations, such as the hidden druid enclave of Crystalhurst, the architectural wonder of Canorate, and the fey-infested Fangwood.
· A comprehensive overview of the front lines of each nation, the distinct tactics they employ, and the regular shifts in activity and control.
· Nine fleshed-out locations that take adventurers from the fringes of each nation to the front lines of the main conflict.
· A detailed militia system, allowing players to organize, train, and direct their own rebel militias or mercenary legions.

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Heroes of The High Court
Pathfinder Players Companion
By Paizo Publishing

Discover Your Noble Side!

Adventure is not limited to forbidding dungeons and grimy back alleys; sometimes the greatest risks and rewards are found in the gleaming halls of queens and emperors. Pathfinder Player Companion: Heroes of the High Court presents everything you need to take your escapades into the royal courts and noble houses of Golarion. Learn how to dress and act in high society, gain access to the echelons of political power, and take advantage of the privileges afforded to those who have mastered the arts of courtly intrigue!

Inside this book, you'll find:
· Archetypes for a variety of classes, such as the court fool bard to the butterfly blade slayer, who performs a noble's dirty work in the shadows.
· Equipment and magical courtly regalia suitable for any ruler, including thrones that grant great power to whoever earns the right to sit upon them!
· New traits, feats, and spells for characters who wish to mingle with nobility, as well as new tactics that let a participant of a verbal duel cut her opponent down to size.

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Psychic Anthology
Pathfinder Player Companion
By Paizo Publishing

A Mind-Expanding Read

For curious readers who wish to hone their psychic skills, a plethora of occult tomes, lost scrolls, and even stranger items lie hidden throughout Golarion. From the kaleidoscopic Recursion Tablets to the never-ending Infinity Scroll, Pathfinder Player Companion: Psychic Anthology presents a diverse archive of texts elucidating esoteric ideas and techniques that can benefit any psychic spellcasting class, as well as other spellcasters. Alongside feats, magic items, and spells, this volume unlocks the hidden powers of the mind!

Inside this book, you'll find:
· New archetypes for nearly every occult class, including the phantom blade spiritualist and the autohypnotist mesmerist.
· Panoplies­—collections of occultist implements that harness the power resonating between the items—and numerous kineticist wild talents for all the elements.
· A new corruption arising from raw psychic energy that, if left unchecked, could mutate one's form into an all-consuming horror of writhing flesh.

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Black Stars Beckon (Strange Aeons 6 of 6)
Pathfinder Adventure Path 114
By Paizo Publishing

Death Is Not The End

The Strange Aeons Adventure Path draws to a stunning conclusion! Arriving in the alien metropolis of Carcosa, the adventurers must sever the links that bind it to Golarion. In wandering the parasitic city, the characters navigate frozen elder thing ruins, deal with accursed partygoers in a reflection of an Azlanti city, and encounter a mute musician who can help them find their way through the maddening and monster-infested streets. Can the heroes keep Carcosa from drawing Thrushmoor into its amalgam of stolen cities or do they risk waking the unspeakable nightmare that stirs in the depths of Lake Hali? They must do what it takes to break these links—or Golarion is doomed to greet the King in Yellow.

This volume of Pathfinder Adventure Path concludes the Strange Aeons Adventure Path and includes:
· "Black Stars Beckon," a Pathfinder adventure for 15th-level characters, by Jim Groves.
· Advice and suggestions on how to expand your campaign beyond this Adventure Path's conclusion, including a system to bring your Pathfinder character to a whole other world, by James Jacobs.
· An unsettling interrogation and a troubling revelation in the Pathfinder's Journal, by Adam Daigle.
· A bestiary containing a new Great Old One and other loathsome monsters, by Benjamin Bruck, Jim Groves, and James Jacobs.

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Villain Codex Box
Pathfinder Pawn Collection
By Paizo Publishing

Great heroes are defined by those they strive against, and a story isn't complete without a wicked villain behind it all! The nefarious organizations presented in the Pathfinder RPG Villain Codex come to life on your tabletop with this box-busting collection of over 200 character pawns to use with the Pathfinder RPG or any tabletop fantasy roleplaying game. Printed on sturdy cardstock, each pawn contains a beautiful full-color image of a character from the Villain Codex, and slots into a size-appropriate plastic base, making it easy to use in play alongside traditional metal or plastic miniatures. With multiple pawns of the most useful villains, allowing you to create the encounters from the Villain Codex's encounter groups, the Villain Codex Pawn Box is the best way to ensure you've got the right scoundrels to menace your players and foil their plans!

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Bigger Ships
Pathfinder Flip-Mat
By Paizo Publishing

Full to the Gunwales

Whether smuggling cargo, boarding and plundering a prize, or sailing in style, the possibilities for adventure are endless with Pathfinder Flip-Mat: Bigger Ship. With an area that's 45% larger than Pathfinder Flip-Mat: Warship at their disposal, Game Masters can now dream even bigger! This massive gaming accessory presents multiple decks of a richly appointed galleon, which could be home to common sailors, naval officers, and nobles on royal business—and targeted by enemy navies, pirates, or monsters from the deep!

Don't waste your time drawing every cabin and hold. With Pathfinder Flip-Mat: Bigger Ship, you'll be prepared the next time your players make ready to set sail!

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Desert Sites
Pathfinder Map Pack
By Paizo Publishing

Spice Up Your Dunes!

Whether your players are seeking a long-buried tomb, trading with a caravan of desert nomads, or hoping to find diamonds in the rough, the sands of time run too quickly for a Game Master to have to draw every grain. This Pathfinder Map Pack provides beautifully illustrated 5" × 8" map tiles that can be used to construct a variety of desert destinations.

Inside, you'll find 18 richly crafted map tiles, with features like:
· Ancient Statues
· Cavernous Crags
· Gleaming Oasis
· Mysterious Trail
· Plush Pavilions
· Strange Sands

Game Masters shouldn't waste their time sketching maps whenever characters decide to delve into the desert. With Pathfinder Map Pack: Desert Sites, you'll always be ready to take your players into the trackless wastes—and perhaps on their last crusade!

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Pathfinder Goblin Gamier Pouch
Gaming Accessory
By UltraPro

Comfy pouch, sized to fit UltraPRO dice and/or other small accessories, is made of soft plush material. Heavy Duty Zippered pouch on the inside is perfect for gaming dice, tokens or anything else! Has attachable hook to clip your Pathfinder Goblin on the go! (Dice not included)

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X-Risks
Eclipse Phase Supplement
By Posthuman Studios

Part 'monster manual', part sourcebook on extinction threats, X-Risks catalogs and ranks existential risks - risks that threaten the entirety of transhumanity. Also included is comprehensive information on 50 aliens, machines, virus-transformed monsters, and other critters, many of them new to Eclipse Phase, with detailed descriptions and stats.

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Castles & Crusades Slipcase
Core Rulebook Limited Edition Set
By Troll Lord Games

The Castles & Crusades Slipcase comes complete with the C&C Players Handbook, C&C Monsters & Treasure and the C&C Castle Keepers Guide.

These are limited. There are only 750 of these in print.

The slip holds all three books snuggly, but we know you use your books all the time! So the slipcase comes thumbnotched on either side for easy access and we've left an additional space at the top of the books to allow even easier access.

The case is made of 80 pt. graphic board, is heavy, durable.

Signed by Stephen Chenault. Comes shrink-wrapped!

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Sherwood: The Legend of Robin Hood (Pathfinder Edition)
Pathfinder Setting Book
By Battlefield Press

Welcome to Sherwood Forest, a place of mystery and excitement. Band together to oppose the forces of the Sheriff and Prince John in England during the Third Crusade. Create your characters to do whats best for England and King Richard by protecting his interests at home.

This setting book allows you to play in the Medieval England of the period of the Third Crusades. There are classes designed specifically for that period. The book is designed to not only emulate the historical period, but also the mythical one as well. Play in any level you would like from historical to mythical, emulating various novels, stories and tv shows about Robin Hood.

This setting can be played in either historic or mythical mode. Historic is more realistic, leaving out magic, but in mythical mode, magic has been added to the setting allowing you to play in the fantastic. In addition to this we have a special type of Action Points called Swashbuckling Points. What these do is allow your character to do the impossible, from swinging on a rope chandelier to climbing up the wall using only a knife. In a style that emulates the early fantastical stories of the genre.

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Masks: A New Generation
Core Rulebook
By Magpie Games

A giant robot is smashing down Main Street. Your best friend tried to kiss you. Your mom thinks your grades need work. Your mentor thinks your team is bringing you down. Oh, and your costume is ripped.

Just another day in Halcyon City...

Masks: A New Generation is a superhero roleplaying game in which a team of young heroes fights villains, saves lives, and tries to figure out who they are—noble paragons? Dark avengers? Or regular kids? All against the backdrop of Halcyon City, the greatest city in the world.

In this book, you get:
* Rules for superheroic action, interpersonal drama, and changing identity
* Detailed instructions for running the game, building villains, and playing to find out what happens
* Tools for creating your own custom material for Masks

Masks makes use of the same rules-light engine as Aocalypse World, Monsterhearts, and Dungeon World to create stories about young superheroes in the vein of Young Justice, Young Avengers and Teen Titans.

So what are you waiting for, hero? Time to get to work.

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Fate Codex: Anthology Volume One
Fate Supplement
By Magpie Games

The Fate Codex is a mostly-monthly e-zine featuring Quick Start Adventures and more for the Fate roleplaying system. The project, funded through Patreon, grows and swells as more patrons support our work. We've been lucky to have lots of folks pledge, enough to finish up our first year--and volume--of The Fate Codex!

Now we've put together all the issues of that first volume of The Fate Codex into this one anthology. Inside, you'll find issues 1 through 7 of The Fate Codex, complete with the fiction, essays, systems, quickstarts, and art that make The Fate Codex great.


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Weird Little Games, Volume 1: Being Weird Together
Games Anthology
By Ewen Cluney

Weird Little Games is a collection of, you know, weird little games. Specifically role-playing games, ranging from more or less traditional to weird story games to freeform. It includes six complete games, plus some bonus stuff.

Schoolgirl RPG
An intensely random comedy RPG based on the rules of Maid: The Role-Playing Game. Be a (randomly-generated) Japanese schoolgirl RPG, and let random stuff happen, randomly.

AnimeCon
A freeform RPG about going to an anime convention and what you find there. It turns out anime fans are people too, good and bad.

Fullmetal President
Be the President (or a member of the cabinet), get in your power suit, and save America from tyranny! Or to put it another way, roll a bunch of dice and narrate how stuff explodes!

Melancholy Kaiju
This is a storytelling game about giant monsters who feel kinda sad. No, really. Take turns playing cards and narrate your kaiju dealing with the little triumphs and failures of everyday life.

Raspberry Heaven
A heartwarming game about the lives of high school girls, in the style of manga like Azumanga Daioh and Hidamari Sketch.

Saving Throw
A satirical mini-RPG based on Chick Tracts, those tiny evangelical Christian comics you may have seen virtually anywhere.

Bonus #1: Entanglements
A system for building relationship maps to give a long-term campaign a rich starting point that you create collaboratively.

Bonus #2: Ewen’s Tables Sampler
A selection of 12 different random generator tables from the Ewen’s Tables series of PDFs. Not the absolute silliest thing you could do with six-sided dice, but up there.


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BOARD & CARD GAMES

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Unlock! Escape Adventures
2-6 players, ages 10+, 45+ minutes
By Space Cowboys

Unlock! is a cooperative card game inspired by escape rooms that uses a simple system which allows you to search scenes, combine objects, and solve riddles. Play Unlock! to embark on great adventures, while seated at a table using only cards and a companion app that can provide clues, check codes, monitor time remaining, etc.

Unlock! Escape Adventures includes three separate scenarios for you to explore:
· In The Formula, you enter a secret laboratory to recover a mysterious serum that has been developed by a scientist. Will you solve all the riddles and get out in less than an hour?
· In Squeek & Sausage, you need to thwart the plans of the despicable Professor Noside!
· In The Island of Doctor Goorse, you must visit the island of an eccentric antique collector billionaire and overcome its traps!

An included ten-card tutorial allows you to learn how to play without reading the game rules.

Use the link below in order to download the Tutorial and a demonstration scenario, both in print-and-play!

Note: Unlock! requires a free application to be downloaded from the App Store or Google Play. Once downloaded, an internet connection is not required during game play.

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The Emperor’s Gifts
Lanterns Expansion
By Foxtrot Games

The emperor has declared that pavilions shall be constructed among the lanterns floating on the lake for this year’s festival. Place pavilions to earn gifts from the emperor and redeem those gifts for powerful actions to make this the best harvest festival yet!

In Lanterns: The Emperor's Gifts, an expansion to Christopher Chung's award-winning Lanterns: The Harvest Festival, players start with a small supply of pavilions. When you place a tile, you may choose to build a pavilion on that tile. When you make a color match on a pavilion, you earn a gift from the emperor, a new currency that can activate special actions, as defined by emperor cards.

Two emperor cards are revealed each game. On their turn, a player can redeem two gifts to activate one card and perform the special action associated with it — make an extra dedication at the end of your turn, convert favor tokens into victory points, and more! These new abilities add variety and enhance the experience of Lanterns: The Harvest Festival while honoring the simplicity of the original game.

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The Investigators of Arkham Horror
Arhkam Horror Files Universe Supplement
By Fantasy Flight Games

Tales of Adventure and Madness in the Arkham Horror Files Universe

An essential tome for all the most daring fans of Arkham Horror, Eldritch Horror, Elder Sign, Mansions of Madness, and the other Arkham Horror Files games. The Investigators of Arkham Horror contains fifty-two short stories with full-color illustrations by more than forty of the industry’s most talented artists.

Discover the hidden secrets of the investigators who risk everything to sace humanity from certain doom! With its lavish art and haunting stories, this gorgeous, 264-page, hardcover art and setting book delves deep into the lives of the investigators from the acclaimed Arkham Horror Files games. These men and women explore those parts of our reality that lie outside of what our senses and science can perceive, often confronting beings of such unfathomable power that simply beholding them can shatter the mind. With Investigators of Arkham Horror, the tales of these heroic men and women gain new focus as they explore 1920s Arkham, the far-flung corners of the Earth, and the strange worlds of the Cthulhu Mythos.

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Mummy’s Mask Adventure Deck 5 : Slave Trenches of Hakotep
Pathfinder Adventure Card Game Expansion
By Paizo Publishing

Watch the sun-parched skies in this thrilling Mummy’s Mask adventure! You and your allies are called to defend the city of Wati after a massive flying pyramid appears in the skies above it! To save the citizens of Osirion, you must venture deep into the monument vault in the far reaches of the Slave Trenches of Hakotep to discover a way to bring the Sky Pharoah’s tomb crashing down to earth! The Pathfinder Adventure Card Game: The Slave Trenches of Hakotep Adventure Deck is a 110-card expansion that adds 5 new scenarios to the Pathfinder Adventure Card Game, and also includes new locations, villains, monsters, curses, traders, loot, and more.

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Catan : Cities & Knights Replacement Cards
Catan Accessory Pack
By Catan Studios

This is a set of replacement Cities & Knights cards.

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Harald
2-4 players, ages 10+, 30+ minutes
By Eagle-Gryphon Games

Harald has finally unified the different kingdoms and become the King of this powerful nation. With the newly established peace, the different peoples are going to war on a different battle field: one of intrigue and struggles for influence. Send your emissary to the King’s Council to win his favor so your village becomes the most prestigious.

Harald is game of influence and majority. As the head of a village, each player will try to charm the most influential character of the realm to be noticed by the king and obtain his favor. But to win you will need to think and use wisely the abilities of each character.

Each turn, players execute 3 actions in order:​


  • [*=center]play one card in the king's council
    [*=center]play one card in his village
    [*=center]draw cards

At the end of the game, each card in the village of a player counts as many points as numbers of the same cards in the king’s council.
Each character also own a condition to score bonus points.

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Sluff Off
3-5 players, ages 10+, 30+ minutes
By Eagle-Gryphon Games

The gameplay for Sluff Off! follows the standard trick-taking formula: The cards are numbered 1-15 in five different suits, and blue is always trump. If someone leads a color, you must follow suit if you can; otherwise, you can throw off a card or trump the trick.

It's an exact-bidding game, but you predict your tricks by taking colored chips. For each trick that you win, you toss a chip back. If you take a trick in a color for which you didn't have a chip, then you must take a black chip (worth -3 points). If you have any colored chips left at the end of the round, they're worth -2 points. If you have any white chips left at the end of the round (wildcards that you get when someone takes a colored chip away from you during bidding), they're worth -4 points.

There's also the Sluffer, whose role is to feed unwanted tricks to other players. Instead of bidding tricks the Sluffer takes 4 black chips each woth -1 for him at the end of the hand. When players take tricks they didn't predict, they take black chips from the Sluffer. If the Sluffer feeds enough of the black chips to other players, it can zero out the Sluffer's score for that round.

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The Depths
Aeon’s End Expansion Pack
By Indie Boards & Cards/Action Phase Games

Deep within the earth, lost in the labyrinth of shadows, the Horde-Crone has awakened the troggs to reclaim the ancient city of Gravehold.

The Depths is an expansion for the cooperative deckbuilding game Aeon's End. This expansion features one new nemesis and three new breach mages, as well as new spells, relics, gems, and minions.

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The Nameless
Aeon’s End Expansion Pack
By Indie Boards & Cards/Action Phase Games

The Nameless ever encroach on the last bastion of Gravehold. To defeat the dark, one must first become it.

The Nameless is an expansion for the cooperative deckbuilding game Aeon's End. This expansion features two new nemeses, and one new breach mage, as well as new gems, relics, spells, and minions.

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Mangaka: The Fast & Furious Game of Drawing Comics
1-8 players, ages 13+, 30-90+ minutes
By Japanime Games

Mangaka: The Fast & Furious Game of Drawing Comics is a creative fast-paced card game in which players draw comic stories over four rounds combining Themes & an ever-growing number of Trends.

Players start by drawing three Theme Cards (such as "Kaiju/Giant Monsters", "Robots and Androids," or "Desire to be a Parent") to determine the subject matter of their comic. (These three Themes stick with the player throughout the game. Many but not all of the Themes have a manga/anime/Japanese flavor.) Then each player chooses a title and "pen name."

After players have had a few minutes to brainstorm, the five-minute timer is activated and core gameplay begins. Players have five minutes to draw their comics (on pre-printed Comic Pages) and express their Themes. When time is up, each player takes a turn reading their comic to the group (or, in the suggested 'professional mode,' the other players read the player's manga amongst themselves without the artist being allowed to give explanation). Based on the other players' judgement, each player earns 2 Fame Tokens for following each of the three core rules: (1) express your Themes (2) use 3 or fewer Word Balloons and (3) draw something recognizable in every Panel.

Beginning with round 2, Trend Cards appear, putting more Fame in play. Trend cards (examples: Science Fiction, Fantasy, Shojo Manga, Sports, Destruction, Subtlety, etc.) provide new victory conditions in the form of instructions and a corresponding reward of Fame Tokens. Some Trend rewards can be claimed by every player simultaneously, others can only be claimed by one or two winners (such as "Eager Audience," which rewards Fame to the first player to finish drawing before time runs out).

In addition, each round after the 1st, the Comic Pages become denser, requiring the players to draw more Panels in the same amount of time. Round 1 is 2 Panels; round 2 is 4 Panels; round 3 is 6 Panels; round 4 is 8 Panels. The number of Trends also goes up from round to round. Round 2 has 1 Trend; round 3 has 2 Trends; round 4 has 4 Trends.

When round 4 ends, the winner (the most successful comic artist) is the one with the most Fame.

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Terra Formars
2-4 players, ages 13+, 30+ minutes
By Japanime Games

In Terra Formars, based on the Terra Formars anime series, players take the role of the egotistical heroes sent to Mars to cleanse the humanoid cockroaches from the planet so that humans may settle the newly terraformed planet.

The game uses a combination of unique dice and cards to create a nice balance of resource management and backstabbing your friends. The seven unique dice create the resources each round to buy cards to enhance your character and steal kills from your opponents. In the end, the player who killed the highest priority targets wins.

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Heroes and Tricks
2-6 players, ages 8+, 15-25+ minutes
By Pencil First Games

No matter race, creed, gender, or empire – each child of Gamedor is born with an affinity to one of The Four Suits: Card, Meeple, Die, or Token. In Love and War these suits are absolutely meaningless, but in Game, well, they mean everything. A true leader uses their cards, and any means necessary, to gain the favor of other heroes of the land. Can you best the other Lords of Gamedor and build the biggest party of Heroes?

The objective of Heroes and Tricks is to be the Player to win the most tricks (there by having the most Heroes) in the game. Each Trick is lead by a Hero card that defines the target suit and color, dramatically changing the play dynamic of typical trick taking games. Players then play into the trick, but only see the last played card and need to use deduction, item play, and hand management to win the most tricks.

Heroes and Tricks is played without a game surface as trick playing is managed through a special deck box that provides trick and hero sections.

Standard Play is a single round, but an Extended Play of Heroes and Tricks is played over three rounds.

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Tricks of the Rails
3-5 players, ages 10+, 20+ minutes
By Japon Brand

Trick of the Rails, themed on the rise of the American railway period, combines 18XX-like portfolio management and a trick-taking card game. Players collect stock certificates and make the companies more valuable by laying the rail network.

The game alternates between stock rounds and operating rounds. In stock rounds, the cards played become shares for the players. In operating rounds, the cards played become track for the companies. The companies get trains, which determine how many track cards they can count for their profit (the trains have costs as well, which may lead to companies not making any profit at all) and in the end, players simply count the value of their shares and highest value wins.


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MINIATURES & MINIATURE GAMES

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Saga : Aeitus & Arthur
Saga Supplement
By Studio Tomahawk

The year is 410AD. Barbarians have crossed the Rhine and invaded the Western Roman Empire. The Visigoths have pillaged Rome while the Huns have arrived on the Roman Empire's borders after ravaging the east. To counter these threats, the Romans have abandoned Britain, leaving the Britons to face the Picts and Saxons alone.

In the century to come, empires will fail and kingdoms will rise. Prepare your Warband and join the battle to defend or destroy the Roman Empire!

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Thaw of the Lich Lord
Frostgrave Supplement
By Osprey Publishing

Thaw of the Lich Lord is a complete campaign for Frostgrave that will challenge both new and veteran players. Through a series of linked scenarios, players discover the existence of a new power in the Frozen City, one who was old when the great city was still young, and who saw both its rise and its disastrous fall. Warbands will confront the Lich Lord's minions, race against his agents to seize possession of mysterious artefacts, and brave the perils of Frostgrave in search of his lair. Eventually, they will need to muster all their courage to venture into the depths of the city and face the Lich Lord himself. Not all wizards will seek to stop the Lich Lord, however, and full rules for giving into his corruption and following the dark road to becoming an undead lich are presented for those who crave power and immortality above all else. While the campaign presents many new threats against which wizards and their warbands must test themselves, including an expanded bestiary, it also offers additional resources, such as new henchmen that can be recruited and unique magical treasures that can spell the difference between survival and oblivion.

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Forgotten Pacts
Frostgrave Supplement
By Osprey Publishing

In this supplement for Frostgrave, players lead their warbands into the northern reaches of the city, exploring the ruined temples of the Frozen City to search for the lost secrets of evocation - the art of summoning demons. While the lure of such knowledge is great, few wizards have ventured into this region as it is overrun by barbaric northern tribesmen who have descended from the hills in their own search for treasure. Marking themselves with demonic sigils, many of these barbarians have aligned with ancient powers discovered amongst the temples. Along with a host of new scenarios focusing on the exploration of the temples, the book also contains new treasures, spells, soldiers, and creatures that can be found amongst the ruins.

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WYR20132 The Pen Is Mightier Crew
Malifaux Miniatures
By Wyrd

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WYR20724 Yokai (3)
Malifaux Miniatures
By Wyrd

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280289-0627 Order Sergeants (4)
Infinity Miniature
By Corvus Belli

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280390-0628 Guijia Pilot
Infinity Miniature
By Corvus Belli

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280489-0597 Haqqislam Starter Pack
Infinity Miniature
By Corvus Belli

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280681-0629 Raicho Pilot & Scindron Ancillary Remote Unit
Infinity Miniature
By Corvus Belli

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280723-0630 Miranda Ashcroft, Authorized Bounty Hunter (Combi Rifle)
Infinity Miniature
By Corvus Belli

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Choice of British, US, Soviet or German Dice Sets
Tanks Accessory
By Gale Force 9

Set of six d6 for the Tanks Miniatures Game.


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WARGAMES

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ASL Journal 12
Advanced Squad Leader Supplement
By Multi-Man Publsihing

ASL JOURNAL 12 is a 40-page magazine for Advanced Squad Leader and features nine articles, the latest Q&A/errata, and 12 new scenarios printed on cardstock. Also included is a corrected scenario card for scenario 181 Gavin Take from the recent YANKS, which was missing its red text and is being replaced here.

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Winter Fury: The Battle of Tolvajarvi 1939
2 players, ages 14+, 360+ minutes
By Avalanche Press

At the end of November 1939, the Red Army sent about 450,000 men into Finland in an attempt to conquer the Soviet Union’s much smaller neighbor. In what became known as the Winter War, ferocious Finnish resistance soon shocked the world and inflicted repeated defeats on the invaders.

The Soviet plan included attacks in the dark forests of Eastern Karelia, attempting to outflank the stout line of Finnish fortifications to the south. Their 139th Rifle Division advanced in early December 1939 along the river Aittijoki, faced by only a handful of Finnish battalions. The Finns panicked in some places, and a near-rout seemed inevitable. Finnish Marshal Carl Gustav Mannerheim sent a small group of reinforcements led by Col. Paavo Talvela, previously in charge of buying artillery ammunition for the army.

Talvela proved that a warrior lived within the bureaucrat, as he put new heart into his men and stemming the Soviet advance. After heavy fighting, the Finns had destroyed the 139th Rifle Division and routed the 75th Rifle Division. But they suffered serious losses as well, as the Soviets here had committed ski troops of their own including the “Red Finns” seldom mentioned by Finnish writers.

Winter Fury re-creates the twin battles of Tolvajärvi and Ilomantsi from 1939, as well as the 1941 Finnish offensive over the same ground. It uses a “variable impulse” game system to model the two armies’ very different capabilities. Each turn, each player puts a number of markers into a common container. These are then drawn one by one, the number drawn varying with the current weather condition. The Finnish player has weaker forces, but will usually draw more markers and these allow the Finns to conduct more operations. The good Finnish units are better than the Soviet ones, and more mobile in the forests. The Soviet cannot move his or her divisions together, complicating the Red Army’s efforts. But Soviet artillery is very powerful while Finnish guns are little more than a nuisance. The Soviet player also has tanks and armored cars, which not only are powerful in battle (at least on the roads), they also might cause the Finns to panic and run away.

Winter Fury is the second in our line of Playbooks: a 64-page book about the battle and the forces involved that also includes a complete historical game on the subject. The book includes a lengthy background piece by David Lippman as well as rules, scenarios and other historical data. There are 280 playing pieces and a 34x22-inch map.


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COLLECTIBLE CARD, MINIATURE & DICE GAMES

View attachment 81715

TRY 3 NEXT Character Booster
Cardfight!! Canguard Expansion
By Bushiroad

View attachment 81714

LoveLive! Sunshine!! Booster
Weiss Schwarz Expansion
By Bushiroad

View attachment 81713

LoveLive! Sunshine!! Trial Deck
Weiss Schwarz Expansion
By Bushiroad

View attachment 81712

Plus BanG Dream! Trial Deck
Weiss Schwarz 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.
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EthanSental

Legend
Supporter
Jeez paizo keeps on chugging along putting out tons of stuff but even with tons of stuff, can overtake WoTC slow release scheduled in sales. 10 books in 2.5 years compared to probably 40+ from paizo in similar timespan... sale per book either is REALLY strong for D&D or sales per book for paizo are lagging now for D&D to be the top seller the last 2 years.
 

Grimjack99

First Post
Pathfinder is a fine decedent of 3.5. But even greater than its predecessor, it suffers from book splat and rules creep. Piazo works hard to keep the franchise alive with quality products. But with declining market share, many wonder how long can they continue. As in the console gaming world, "Evolve or die!" has been echoed through many compaies' product lines. Is Piazo's tent pole at its greatest? Regardless of how you feel about the rule laden, book heavy system, Piazo have held themselves to a higher standard of product and production. BTW: I play 5E, but respect the heck out of Piazo's tenacity and commitment to quality. Nuff said.
 



Azgulor

Adventurer
Actually, the gripes were about the power bloat introduced by WotC's numerous splats, something that Paizo has worked hard against since the rpg's launch via open playtests. But hey, if you have to try and ding Paizo just for releasing multiple lines to feel good about WotC, I guess you have to do what you have to do...

I fail to see how a map pack, a flip map, an adventure, a box of pawns, and two small player companions warrant a WotC-Paizo comparison (b/c I thought EnWorld was against Edition-warring). After all, aren't the 5e fans thrilled by 5e's limited release schedule? Isn't 5e so easy to adapt that Paizo products could easily be adapted to 5e? 5e can't benefit from maps or pawns?

But if Paizo ever announced that they were producing content for 5e, I have a sneaking suspicion all of you 5e edition-warriors would be salivating over Paizo's release schedule.
 

Mark CMG

Creative Mountain Games
Pawns, Maps, and Map Packs (and minis when they happen) are as much 5E releases as they are PF. Even the adventures, when well written as they often are, are fairly easy to use with other systems and editions. PF hasn't been as huge locally as 5E has gained traction but with many of their releases serving all RPGing, Paizo doesn't really have all of its eggs in one basket. I was kinda wondering if they might try their hand at a Warhammer Fantasy RPG since GW has the license back from FFG and Paizo might need a new property on which to hang its designers' hats. :)
 

Morrus

Well, that was fun
Staff member
I was kinda wondering if they might try their hand at a Warhammer Fantasy RPG since GW has the license back from FFG and Paizo might need a new property on which to hang its designers' hats. :)

They'd have to wrestle it out of Cubicle 7's hands then!

Paizo's big new venture - for now at least - is Starfinder.

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