New Hobby Releases In Stores & PDF Spotlight: 11th December 2017

A rundown of the New Releases that should be hitting games stores this coming week! Board games, card games, RPGs, Wargames, Miniatures and collectible games... hopefully something for everyone! 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.

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.


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Traveller Starter Set
Core Set
By Mongoose Publishing

Traveller is a science fiction roleplaying game of bold explorers and brave adventurers. The Traveller Core Rulebook contains everything you need to create one of these adventurers and begin exploring the galaxy.

Spaceports, ancient civilisations, air/rafts, cold steel blades, laser carbines, far distant worlds, and exotic alien beasts – this is the futuristic universe of Traveller, the original and classic science fiction roleplaying game.

Come visit the future.

The Traveller Starter Set contains:
Book 1: Characters and Combat
Book 2: Worlds and Spacecraft
Book 3: The Fall of Tinath
Giant blank Sector Maps
6 Pre-generated Character Cards

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Bluebeard’s Bride
Core Rulebook
By Magpie Games

Bluebeard’s Bride is an investigatory horror tabletop roleplaying game, written and designed by Whitney “Strix” Beltrán, Marissa Kelly, and Sarah Richardson, and based on the Bluebeard fairy tale.

In this game you and your friends explore Bluebeard’s home as the Bride, creating your own beautifully tragic version of the dark fairy tale. Investigate rooms, discover the truth of what happened, experience the nightmarish phantasmagoria of this broken place, and decide whether or not you are a faithful or disloyal bride.

Bluebeard’s Bride is based on the Powered by the Apocalypse system used in Apocalypse World, Dungeon World, Monsterhearts, Masks, and more. It’s a simple system; when your character takes an action that fits a move, the move tells you what happens, or you roll two six-sided dice to find out. Since this is a horror game, we have modified it so that the majority of moves use no dice; this harkens back to telling ghost stories around the fire.

Bluebeard’s Bride produces adult feminine horror fiction like Crimson Peak, American Horror Story, or The Company of Wolves, making it fun for horror fans and dark fairy tale fans alike. And the Powered by the Apocalypse system gives Bluebeard’s Bride the strong, yet flexible system necessary to tell your own flavor of horror.

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Cthulhu Dark
Core Rulebook
By Graham Walmsley

Cthulhu Dark is a tabletop roleplaying game of cosmic horror, in the style of H.P. Lovecraft.

It's about the things we fear, amplified until they are unbearable. It's about stories that genuinely creep you out, not well-worn tropes and creatures you've seen hundreds of times before.

And it's about bleak horror, in which humans are powerless when confronted by hyperintelligent alien horrors. You can't beat them. You can't fight them. You can only watch, run, hide and fear.

If you love Cthulhu games already, then this is Lovecraftian horror at its most intense. If you're new to them, then Cthulhu Dark is a great place to start. You'll enter a world of stories that are both terrifying and terribly human.

The rules are incredibly short: they're tightly focussed on horror and they drive the game.

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Down Darker Trails
Call of Cthulhu Supplement
By Chaosium

Down Darker Trails is a new setting for Call of Cthulhu—the American West of the late 19th century. The era of gold rushes, outlaws and lawmen, discovery and expansion.
Rub shoulders with the likes of Wild Bill Hickok, Crazy Horse, and Calamity Jane, while journeying through towns like Deadwood and Dodge City—names and places that have transcended history to become legend. Down these dark trails the taint of the Cthulhu Mythos stirs, ready to lure the unwary and tempt the power hungry with whispered secrets of cosmic knowledge. This is a West of hidden worlds, lost treasures and cities, dubious deals and unsavory alliances. A land filled with beauty, mystery, terror—and wild adventure!

Here you will find the means to create Old West investigators, new occupations, new pulp talents, and new skills. Captured in text and image is the history of the Old West, famous individuals, playing American Indian heroes, notable places and sites, as well as inspiration and guidance on bringing the terrors and mysteries of the Great Old Ones into your games.

Two complete towns, the gold-hungry Pawheton and San Rafael on the Texas border, are fully detailed, providing Keepers with ready-made inhabitants and locales from which to stage campaigns. Four different Lost Worlds are discussed, from the weird subterranean world of K’n-yan to the eerie Shadow Desert.

Packed with advice on creating campaigns and adventures, including two complete introductory-level adventures:
· Scanlon’s Daughter—a murder mystery set between two feuding Texas ranches.
· Something From Down There—join the rescue of a group of missing miners whose digging stirred things best left forgotten

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Cypher System Setting
By Monte Cook Games

Top Gun is in theaters. “Papa Don’t Preach” is on the radio. Halley’s Comet is in the sky, and Iran-Contra is in the news. The Soviets are in Afghanistan, and the Doomsday Clock is at 3 minutes until midnight. But there’s something else going on—something even bigger. At school, at the mall, down by the 7-Eleven, you’ve started noticing things. Is that troll doll really glowing? Is that cassette tape calling to you? Why doesn’t anyone else seem to notice?

And when you follow that strange compulsion to create a mask from these items, you become . . . someone else. Someone with capabilities the world has never seen and goals that may not be your own. The mask gives you unimaginable power, but can you resist its agenda? And there are others starting to show up, too, who may have embraced their masks’ dark sides. Maybe that Doomsday Clock matters after all . . .

Unmasked includes:
· A complete, ready-to-play campaign setting of superpowers and psychological horror for the Cypher System.
· Four new types and a load of new foci—and a new approach to superpowers. In your mask form you might be a Metal Head Smasher who Lives on the Dark Side or a Show-O Changer who Flies by Night, but on school days you’re a regular teen dealing with bullies, grades, and New Wave fashion.
· The complete, ready-to-use town of Boundary Bay, NY, as well as detailed information and guidance on creating your own small-town setting—or using your own town, circa 1986!
· New creatures, NPCs, and threats.
· A complete adventure set in Ocean View High School, plus a plethora of tools and advice for building your own adventures and campaigns based around the mystery of the masks.



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Traveller Setting
By Zozer Games

Oh, God... it's getting inside. GET IT OUT! GET IT OUT!
Somebody help me ...

HOSTILE is a gritty, near future roleplaying setting for the 2D6 Cepheus Engine rules that is inspired by movies like Outland and Alien. It is a universe of mining installations, harsh moons, industrial facilities, hostile planets and brutal, utilitarian spacecraft.

And out here the Unknown is real – it is horrific: there are rumors of the disturbing side-effects of hyperspace, of ancient horrors entombed on icy moons, and of monsters – killer aliens, perfectly evolved to survive the hostile wastes of space – at any cost.

  • [*=center]An immersive and realistic near space setting
    [*=center]Gritty and scientifically plausible Off-World Colonies
    [*=center]Many references to classic late-70s and early-80s SF movies
    [*=center]Complete career write-ups, from Roughneck to Corporate Agent, Marine to Spacer
    [*=center]Mega-ton starship construction rules
    [*=center]Campaign and referee guidelines
    [*=center]More than 30 fully-realized scenario hooks
    [*=center]The USCS Hercules – a complete commercial towing vessel
    [*=center]Colony schematics
    [*=center]Setting-specific equipment and weapon lists
    [*=center]With a variety of realistic photo-illustrations and replica documents
    [*=center]Additional PDFs with this book add another 65 pages of content!

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Xanathar’s Guide to Orders and Organizations
Dungeons & Dragons Supplement
By Dungeon Masters Guild

In his Guide to Everything, the Xanathar described new avenues of power for adventurers of all types. In his follow-up text, the know-it-all beholder brings you a listing of Orders and Organizations that are connected to the new archetype options presented in Xanathar's Guide.

Xanathar's Guide to Orders and Organization contains 31 fully detailed factions to help organically connect the archetypes of Xanathar's Guide to any campaign. These groups do not require use of the Xanathar's Guide material and can be easily plugged into any campaign setting to provide interesting new allies and adversaries. Each entry contains lore on the faction, as well as details on their goals and outlooks, their secrets, and the battles they fight every day. Each entry also contains a section on how to join the faction, as well as the type of quests adventurers can expect to undertake when working with the organizations.

  • [*=center]Join or oppose the Keepers of the Line, a faction of Grave Domain clerics that believe only they have the necessary judgment to meddle with the forces of life and death, hunting down those who reanimate the undead or even sometimes adventurers who have been resurrected.
    [*=center]Visit the museum of the Curators of Steel, where bards of the College of Swords collect and keep sentient magic weapons to keep them out of evil hands, wielding them when necessary to defend their home.
    [*=center]Witness the power of Draconis Mortem, a group of paladins who swore the Oath of Conquest that have vowed to hunt down every living dragon in the land, uncaring of good and evil and willing to work with fiends and the undead if it means taking down the hated dragons.
    [*=center]... with 28 additional factions to bring new life to your home campaign!

Useful for DMs and players alike, Xanathar's Guide to Orders and Organizations can help to connect new characters created using the materials from Xanathar's Guide to Everything to your home game, or just to bring new power players into the world to aid, oppose, betray, and fall before your heroic adventurers.

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High-Space 2nd Edition
Savage Worlds Setting
By Storyweaver

Imagine living in a super-advanced, ultra high-tech civilization...a utopia of boundless harmony, abundance, and encompassing hundreds of species and worlds.
Sounds like a perfect life. But why are you so bored?
Because you’re not like everyone else.

You crave visceral, dangerous, and exciting new adventures. You’re one of the few outcasts...misfits known as the Wildcards.

Welcome to High-Space... the highly anticipated sequel of the popular High-Space sci-fi setting for Savage World. Get ready to go on ultra secretive missions that technically don’t exist…​

  • [*=center]Explore strange new worlds...and bring them to compliance
    [*=center]Go on heart-stopping adventures at the edge of the galaxy
    [*=center]Fight bizarre alien threats in never before discovered corners of the galaxy
    [*=center]Play any alien species you choose, even as a starship
    [*=center]Play with psionic and cybernetic-enhanced characters
    [*=center]Engage in all-new cinematic starships battles like you’ve never done before
    [*=center]Immerse yourself in an epic story arc that will seal the fate of trillions

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Revenge of the Pale Master
Mist of Akuma / 5th Edition Adventure
By Storm Bunny Studios

A 5th Edition OGL adventure for four to six PCs of 8th-10th level set in the Mists of Akuma campaign setting.
Please note: If you have the core Mists of Akuma book, you already have this adventure! You can still grab the PDF to get the extra maps and see the module in full color, but it otherwise does not contain any new content.

Revenge of the Pale Master plunges the adventurers into the rusted heart of the industrial city of Kizaki on the eve of a great evil’s reawakening. At its heart lies a mystery, and GMs running this module are encouraged to build tension and an aura of danger as the PCs uncover the secret history that casts a long shadow upon the future of this settlement in Gekido Prefecture. Part of the adventure’s tension is based upon the ticking clock—the party arrives as night falls on the eve before the Festival of Falling Hawks, giving them less than 24 hours to uncover the truth and take action against those they believe to be the villains of the story.

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The Vara Chronicles
Systemless Setting
By Tricky Troll Games

A world of adventure awaits!
Long ago an enchanted mirror was shattered, unleashing its power upon the realm of Vara. The inhabitants now face monstrous creatures who represent the darkest parts of men's souls. Only the Knights of Valor stand between the people and these wretched beasts, and only time will tell if good prevails!

The Vara Chronicles is a sytemless setting inspired by old fairy tales and folklore from a time when villains were despicable creatures, and heroes were true beacons of hope. Inside you'll find...

14 Locations each with key features.
4 Types of human cultures in the form of City, Farm, Mountain, and Forest Folk.
11 Character Archetypes to spark the player's imagination.
An Adventure and Village Generator.
A Bestiary containing 30 vile villains and creatures.
And Much More!

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Vincent’s Guide to Dwarves
Dungeons & Dragons Sourcebook
By Dungeon Masters Guild / John D Ward

Join Vincent as he goes into great detail about the Dwarven people. Dwarven religion, culture, and even alcoholic beverages await you within. Vincent's Guide to Dwarves contains expanded information on the dwarven pantheon, 2 new playable races & 3 subraces, 6 new archetypes (Including the Oath of the Dwarven Defender!), 8 new feats, a plethora of new equipment and spells, and of course some new monsters! If you're exceptionally daring, take a peek at the stats of Moradin, God of Dwarves. Not sure why anyone would want to fight him, but hell, I've seen people do stupider things.

Most importantly, at least now we have some decent rules for getting drunk. So saddle up on that dire bear, grab some mead, and cover those shins!

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Uplifts: New Sci-fi Races
WOIN / NEW Supplement
By EN Publishing

Six new PC races for your WOIN games! These uplifted species are descended from dogs, crows, pigs, rats, chimpanzees, and elephants! They join the existing Felan in the ranks of WOIN uplifted races.

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Warhammer Fantasy Roleplay First Edition
Core Rulebook
By Cubicle 7 Entertainment

Fully OCR'd, bookmarked and cleaned up to look amazing, the first edition of the seminal Warhammer Fantasy Roleplay comes to PDF!

We’ve painstakingly scanned every page, and created a PDF that maintains the appearance of the original. This does make for a slightly larger file than we’d normally produce, but on this occasion, we think it’s worth it for all the great First Edition feel! The PDF is also extensively bookmarked for ease of reference.

We released a version earlier in the year via Humble Bundle that did not have the colour plates of the Games Workshop edition, but this new PDF does have all those glorious colour plates we know so well.



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Pandemic: Rising Tide
2-5 players, ages 8+, 45+ minutes
By Z-Man Games

It is the dawn of the Industrial Age in the Netherlands. For centuries, the country has relied upon a series of dikes and wind-powered pumps to keep it safe from the constant threat of flooding from the North Sea, but this system is no longer enough.

In Pandemic: Rising Tide, it is your goal to avert tragedy by constructing four modern hydraulic structures in strategic locations that will help you defend the country from being reclaimed by the ocean. Storms are brewing and the seas are restless. It will take all your guile to control the flow of water long enough to usher in the future of the Netherlands. It's time to get to work.

Containing the water that threatens to consume the countryside is your greatest challenge. Water levels in a region are represented by cubes, and as the water containment systems currently in place begin to fail, more water cubes are added to the board. With water levels constantly on the rise, failure to maintain the containment system could quickly lead to water spilling across the board.

To successfully build the four hydraulic structures needed to win a game of Pandemic: Rising Tide, you must first learn to predict and manipulate the flow of water. Failing to maintain safe water levels throughout the country can bring you perilously close to failing your mission. Fortunately, water can be corralled by a strategically placed dike or slowed by pumping water out of a region. Correctly identifying and intervening in at-risk areas can get you one step closer to victory.

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Gaia Project
1-4 players, ages 12+, 145+ minutes
By Z-Man Games

Gaia Project is a new game in the line of Terra Mystica. As in the original Terra Mystica, fourteen different factions live on seven different kinds of planets, and each faction is bound to their own home planets, so to develop and grow, they must terraform neighboring planets into their home environments in competition with the other groups. In addition, Gaia planets can be used by all factions for colonization, and Transdimensional planets can be changed into Gaia planets.

All factions can improve their skills in six different areas of development — Terraforming, Navigation, Artificial Intelligence, Gaiaforming, Economy, Research — leading to advanced technology and special bonuses. To do all of that, each group has special skills and abilities.

The playing area is made of ten sectors, allowing a variable set-up and thus an even bigger replay value than its predecessor Terra Mystica. A two-player game is hosted on seven sectors.

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A Phantom of Truth Mythos Pack
Arkham Horror: The Card Game Expansion
By Fantasy Flight Games

Months after The Yellow King played at the Ward Theatre, your investigation into the strange events surrounding the play has left you with more questions than answers. You've encountered Cultists, Lunatics, and Monsters. You've uncovered horrific Schemes of untold scope. And you've witnessed Terrors that may or may not have been Omens of greater perils.

Now, as you wonder what to make of everything you've seen, where do you go for answers—even as your world's tilting into madness?

The answer: Paris.

In A Phantom of Truth, the third Mythos Pack in The Path to Carcosa cycle for Arkham Horror: The Card Game, you and your fellow investigators make your way across the Atlantic. Tormented every night by vivid dreams of an alien world—with black stars, twin suns, shattered moons, and twisted spires—you decide not to grapple with your Doubts and Convictions in Arkham, but to pursue the play’s director, Nigel Engram, and whatever he might tell you about the sinister truths that lie behind the play.

With game effects that key off the campaign's rules for Doubt and Conviction, as well as a host of new player cards to help keep you grounded, A Phantom of Truth steeps you in a world of supernatural terrors, psychological torment, and thrilling mystery.

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Meditations on the Ephemeral Dynasty Pack
Legend of the Five Rings Living Card Game Expansion
By Fantasy Flight Games

Expand your Legend of the Five Rings: The Card Game collection with Meditation über die Vergänglichkeit, the sixth Dynasty Pack of the "Imperial Cycle"!

Each of the seven Great Clans receives new cards that continue to embrace and define the themes that began in the Legend of the Five Rings: The Card Game. Along the way, you'll find a great assortment of cards focused on the Imperial City of Otosan Uchi. From neutral samurai sworn to the Imperial family, to Imperial magistrates from each of the Great Clans, to rewards for holding the Imperial Favor, this cycle draws you into the world of Otosan Uchi and the service of the Emperor.

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Dominion Expansion
By Rio Grande Games

You've always been a night person; lately you've even considered becoming a vampire. There are a lot of advantages: you don't age; you don't have to see yourself in mirrors anymore; if someone asks you to do something, you can just turn into a bat, and then say, sorry, I'm a bat. There are probably some downsides though. You always think of the statue in the town square that came to life and now works as the tavern barmaid. The pedestal came to life too, so she has to hop around. The village blacksmith turns into a wolf whenever there's a full moon; when there's a crescent moon, he turns into a chihuahua. That's how this stuff goes sometimes. Still, when you breathe in the night air, you feel ready for anything.

Dominion: Nocturne, the 11th expansion to Dominion, has 500 cards, with 33 new Kingdom cards. There are Night cards, which are played after the Buy phase; Heirlooms that replace starting Coppers; Fate and Doom cards that give out Boons and Hexes; and a variety of extra cards that other cards can provide.

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Mistborn: House War
3-5 players, ages 13+, 60-120+ minutes
By Crafty Games

Become the head of a Great House of Luthadel in this game of negotiation and betrayal set in the world of Brandon Sanderson's Mistborn novels. Contend with myriad problems plaguing the Final Empire — rampaging koloss, disease, social unrest, even the heroes of the novels — and with every step jockey for the Lord Ruler's favor. At the end of the story, will you rise to power and prestige — or fall in ruin and disgrace?

Mistborn: House War is a semi-cooperative, resource-management game set during the events of the first Mistborn novel. Three to five players assume the roles of various factions and must work together to solve the "Problems" facing the Final Empire. In order to solve these problems players must expend a certain combination of resources, but in return they receive Favor from the Lord Ruler.

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2-5 players, ages 10+, 90-120+ minutes
By Z-Man Games

The realm of Kingsburg is under attack! Monstrous invaders are gathering at the borders, aiming to invade and plunder the realm! Your king has chosen you to take charge of a province on the border; you will manage your province and help defend the realm. To accomplish this, you must influence the King's advisors and the Royal Family to obtain gold, wood, stones, and soldiers to expand and defend your lands. But you are not the only governor seeking the aid of the advisers! The other players also seek to collect the best resources for their own territories.

King Tritus is waiting for you. Will you be able to be the most influent and powerful governor of the realm?

The game of Kingsburg takes place over five years, a total of 20 turns. In every year, there are three production seasons for collecting resources, building structures, and training troops. Every fourth turn is the winter, in which all the players must fight an invading army. Each player must face the invaders, so this is not a cooperative game.

The resources to build structures and train troops are collected by influencing the advisers in the King's Council. Players place their influence dice on members of the Council, and each adviser awards different resources or allocate soldiers, victory points, and other advantages to the player who was able to influence that adviser for the current turn. The player with the lowest influence dice sum is the first to choose where to spend their influence; this acts as a way of balancing poor dice rolling. Even with a very unlucky roll, a clever player can still come out from the Council with a good number of resources and/or soldiers.

At the end of five years, the player who best developed their assigned territory and most pleased the King through the Council wins.

Kingsburg (Second Edition) includes six expansion modules for use with the base game.

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Space Freaks
2-4 players, ages 14+, 60-90+ minutes
By Stronghold Games

Welcome to the hottest, most cruel show in the galaxy! It's Friday night battle in the Arena of Annihilation! Stay tuned to see what new tricks our arena master has in store for today's battle. Here comes the first team. Oh my, they seem to be even uglier than our usual competitors. Who thought it was a good idea to match chain tracks with a poison needle? That team will need a lot of help from their sponsor to have a chance. Look at their opponents, tentacles with anti-matter flail — that's a classic. Seems like we are ready to start. It's time to freak out!

In Space Freaks, you are team manager of one of the fighting teams sponsored by powerful megacorporations. Your task is to combine different body parts to design the perfect freak, then lead your team of freaks to victory. The arena is controlled by the arena master, who each turn changes the conditions in the arena. To succeed, you need to complete tasks given to you by the viewers — or just destroy the other freaks and their base. But don't worry because in Space Freaks everyone wins, either by managing the winning team or by becoming a (body)part of the next winning team!

In more detail, during the game you build your own freaks, one body part at a time, in addition to building turrets, bunkers and droids to aid your team. Your team sponsor might also aid you in the form of items, special actions, or even alien marauders. You score points during play by fulfilling tasks given to your team by the viewers, killing competing freaks, destroying an opposing base, or controlling the center of the arena.

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Leaving Earth Expansion
By Lumenaris Group

Leaving Earth: Stations is an expansion for Leaving Earth that focuses on manned exploration and habitation of the inner Solar System.

Replaces many planets and moons, adding local features to explore. Adds space station modules such as habitats and hydroponics. Includes many new missions, including ones for long-term habitation. Adds the Space Shuttle as a reusable launch vehicle.

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Sakura Arms
2 players, ages 14+, 15+ minutes
By Alderac Entertainment Group

Sakura Arms is a two-player dueling game in which players first choose two of seven megami (Japanese goddesses), each of which has a different keyword which empowers some of their cards. Players then see what the opponent chose before assembling a deck of ten out of 22 cards, with the players choosing cards both to take advantage of their own megami powers and to exploit their opponent's weaknesses. Players then duel to see who will be victorious.

The game uses a single kind of token to represent life, distance, aura(defense), and flare(special energy). The tokens represent this based on the zone they occupy, by moving tokens between zones you attempt to gain the idea position and set up to use as many attacks as possible, or be prepared to avoid attacks.

The gameplay at its core is simple, and due to its limited environment, it is relatively easy to learn the cards for a deck building game. Building a deck and playing normally takes less than 20 minutes.

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Scott Pilgrim’s Precious Little Card Game
1-4 players, ages 13+, 45-60+ minutes
By Renegade Game Studios

So why grow up anyway? Is it really worth it? Don't you have better things to do? Why does it matter whether or not your indie-rock band gets that great gig? You started a band to have fun, and now you're going to get your butts kicked by robots. And who wants to deal with the headache of dating? Look, we've all got baggage. Some of us have drama that likes to pick fights and exes that like to throw punches. Love is a battlefield! So you'd rather sit on the couch throwing punches in your favorite video game. Hey, who's going to stop you? Demons, fireballs, giant purple dudes?? Sounds like a bummer! If you want to keep living your precious little life, maybe it's time to get it together and go up against the world!

Scott Pilgrim's Precious Little Card Game is a deck-building game that challenges you to grow up and prepare for your finest hour. Players assume the roles of their favorite characters in the Scott Pilgrim universe, each of whom comes with a unique starting deck. Innovative double-sided cards let you decide whether to solve your problems with hard work and empathy, or whether to embrace the unpredictable world of gratuitous video game violence. Defeating the Evil Ex and collecting Power-Ups will help players inch their way towards victory.

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Majesty: For the Realm
2-4 players, ages 7+, 20-40+ minutes
By Z-Man Games

Enter the Middle Ages and recruit your loyal subjects. In this land, whoever has the most gold wears the crown.

The crown is up for grabs to whoever can build the richest domain and seize it from their rivals. It’ll take a whole kingdom’s worth of people to accomplish this monumental task. Rally your citizens, grow your power, and reign supreme in Majesty: For the Realm, a game of strategically selecting who you want to work your lands set during the Middle Ages. Each game, you recruit characters to perform jobs that generate gold for your kingdom. Some characters work better with others, opening many paths to victory. Whether you choose to be a silver-tongued monarch who rules with mercy, or an iron-fisted tyrant who crushes their rivals, the fate of the land rests with you.

From the humble Miller to the elegant Noble, all of your loyal subjects will play a decisive role in your new kingdom. Some might grow the food needed to feed your many subjects, while others lead attacks on other kingdoms and weaken your rivals. They all help generate gold in their own way, but your decisions will determine how well they work together. It is up to you to find the combination that helps your kingdom rise while stymying your opponents’ efforts. Raise your banners, fill your coffers, and stake your claim for the realm!

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Maximum Security
Magic Maze Expansion
By Sit Down!

For some time now, the Magic Maze has been regularly robbed by unscrupulous adventurers, who incessantly steal from the same four shops. How strange! Due to this alarming observation, Management has installed new security systems to dissuade any further dishonest deeds.

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Who Should We Eat
4-10 players, ages 14+, 30+ minutes
By WizKids

Following a mysterious plane crash, you are part of a group of survivors who have washed up on the shores of a desert island. You must pool your resources and build a raft big enough for everyone to escape, but the food supply is low and your mental resolve is waning. The more you struggle to survive, the more the other survivors begin to look delicious to you…

Who Should We Eat? is a semi-cooperative game of desert island survival and resorting to cannibalism way too quickly. You know that not all of you will make it off the island, which means that only the strong will survive, but deep down you also feel something supernatural about this place — that the veil between the spirit world and this mortal existence is pa­per thin. If you succumb to the hunger and are forced to eat another survivor, you will be driven deeper into madness and awake to find a new, vengeful, ghostly presence intent on ensuring that you never, ever leave the island.

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Dance of the Fireflies
2-6 players, ages 8+, 30+ minutes
By Backspindle Games

Dance of the Fireflies is a beautiful dirty simple strategy game for all the family.

Lord & Lady Backspindle need a new Head Gardener to look after the stunning Flower Beds in their family estate. They have decided to hold a competition to see who will win this revered job.

Players compete against each other using Fireflies to pollinate Flowers and then plant them in colourful Flower Beds. A full Flower Bed consists of 6 Flowers of different colours and earns the maximum number of points at the end of the game. A player can have multiple Flower Beds, but cannot have two Flowers of the same colour in the same Flower Bed.

Players will use tactical deployment of their Fireflies and perhaps employ a little bit of sneakiness (by using their Royal Firefly) to outdo their opponent/s to win the coveted job.

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2-4 players, ages 14+, 60-120+ minutes
By Huch! & Friends

Keyper is a game with high player interaction for two to four players played over four rounds. Each round represents a season: spring, summer, autumn and finally winter.

Each player starts the game with their own village board, a mini keyp board, 12 village tiles, a keyper (waving meeple) in their player color, and a team of eight multi-colored keyples, including two white keyples. Each differently colored keyple is a specialist in one activity: the brown keyper is a woodsman, the black keyple is a miner, the orange keyple a clay worker, etc. The white keyples are generalists who can represent any other color.

Keyper is a worker placement game. (Keyper is the eighth new title in the medieval Key series of games, with Keydom, the second in the series being widely recognized as the first of the worker placement genre of games.) What makes Keyper special is that when one player places a keyple on a country board, another player can join them with a matching colored keyple on the first player's turn to the benefit of both players. In this way some players are likely to have played all their keyples before others. All keyples have the potential to work twice. If a player has played all of their keyples, but another player still has some, then on their turn the player with no remaining keyples can lay down one or more keyples on the country board they have claimed or in their village board to secure additional resources or actions. It can therefore be doubly beneficial to co-operate with your fellow players, although Keyperis not a co-operative game in the usual sense of the term.

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Rajas of the Ganges
2-4 players, ages 12+, 60+ minutes
By Huch! & Friends

Through tactics and karma to wealth and fame...

In 16th century India, the powerful empire of the Great Moguls rises between the Indus and the Ganges rivers. Taking on the role of rajas and ranis – the country's influential nobles – players in Rajas of the Ganges race against each other in support of the empire by developing their estates into wealthy and magnificent provinces. Players must use their dice wisely and carefully plot where to place their workers, while never underestimating the benefits of good karma. Success will bring them great riches and fame in their quest to become legendary rulers.

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2-4 players, ages 10+, 60+ minutes
By Huch! & Friends

In Feuville, the player-builders construct a city and must then use spells to defend it against the regular attacks of a dragon.

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2 players, ages 8+, 20+ minutes
By Huch! & Friends

The objective in Katarenga is to get two of your figures past the opposing baseline. That may sound easy — but your opponent is flexible and dangerous. The abilities of the playing figures change from one move to the next. Only if you realize the advantages of the division of four possible actions, make clever use of the different strengths, and plan ahead can you outsmart your opponent through tactical play and thus win the game.

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2 players, ages 10+, 30+ minutes
By Huch! & Friends

Japan in the late Middle ages. Acting as shoguns, players in TAKE try to consolidate their power and expand their influence in the empire. To this end, you select people that you appoint to the emperor's court. But is the person chosen well and are his skills currently useful to the shogun? Only if you use clever tactics, plan ahead, and keep a close eye on your opponent can you assert your position at court and thus win the game.



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280192-0683 1st Highlanders S.A.S. (Boarding Shotgun/Chain Rifle)
Infinity Miniatures
By Corvus Belli

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280398-0685 Kanren Counter-Insurgency Group (Hacker)
Infinity Miniatures
By Corvus Belli

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280492-0684 Hassassin Lasiqs (Viral Sniper/Viral Rifle)
Infinity Miniatures
By Corvus Belli

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280590-0687 Szalamandra Squadron
Infinity Miniatures
By Corvus Belli

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280687-0688 Nexus Operatives (Hacker)
Infinity Miniatures
By Corvus Belli

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280727-0686 Druze Shock Teams
Infinity Miniatures
By Corvus Belli

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280933-0676 Neema Saatar, Ectros Regiment Officer (Spitfire)
Infinity Miniatures
By Corvus Belli



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The African Campaign
1-2 players, ages 12+, 120-180+ minutes
By Compass Games

The African Campaign, Designer Signature Edition, marks the return of a true wargaming classic by John Edwards, re-mastered and updated with this all-new edition. Celebrated by many as “Afrika Korps done right,” this two-player game allows players to explore the key elements of the Desert War, beginning in December 1940 with Wavell’s first offensive, Operation Compass, against the Italian forces of Marshal Graziani, and culminating in December 1942 when the American’s landed in Rommel’s rear, thus sealing the ultimate fate of the Afrika Korps.

The African Campaign re-creates the ebb and flow of battle and wide-swinging action in the desert as the pendulum swings with both sides launching major offensives during the North African Campaign. Game play is swift thanks to the low counter density while capturing the key facets of the campaign including supply, ports, replacements, Axis fuel, strategic movement, air power, Flak units, minefields and more.

This Designer Signature Edition provides an updated treatment to the Jedko, 2nd Edition release and includes known errata along with new optional rules and variants as published in Panzerfaust/Campaign #74 (July-Aug 1976). This edition serves as the ultimate treatment in playing homage to the original classic design by John Edwards. While the standard game remains true to the original, we’ve added bonus material to explore other facets of the War in the Desert without sacrificing game playability. All components are upgraded to include a larger playing surface (1.5 maps) and 5/8” counters to deliver an optimal play experience that can be completed in a single sitting, to be enjoyed by both grognards and newcomers alike.

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Next War: Poland
1-2 players, ages 12+, 120-1200+ minutes
By GMT Games

Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime, the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a "coopetittion" in the region, and tensions rise meteorically as not so "friendly" fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia, meanwhile, attempting to regain a place in global power politics, responds with sanctions of its own against Turkey and starts low-level cyber warfare and "little green men" incidents in the Baltics. Tempers flare across the world, Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough, decides on war with NATO, and invades the Baltics and Poland. Belarus, knowing where it's bread is buttered, joins in. Some NATO nations rush to the rescue while others debate the issue. Once again, Europe trembles to the rumble of tank treads and marching boots…

Next War: Poland, the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds.



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Tomb of Annihilation Draft Pack
Dungeons & Dragons Dice Masters
By WizKids

Get two or more players, one draft pack for each, their basic action dice and sidekicks available from any Dice Masters starter and you’re ready for a whole new draft experience! Each display contains 8 Draft Packs.

Each Draft Pack includes:​

  • [*=center]2 Basic Actions
    [*=center]12 characters
    [*=center]24 dice

Enough to field a full Dice Masters team of 8 characters with 2 or more dice each.

Each player takes the action cards that come in their packs, picks one character to keep and the 2 associated dice* and passes the pack. That’s it, super quick, super fun!

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Away Team The Original Series
Star Trek Heroclix
By WizKids

Star Trek HeroClix Away Team: The Original Series boldly goes where no Starfleet Crew has gone before – the HeroClix Tabletop!

Star Trek HeroClix Away Team: The Original Series includes some of the most iconic characters and creatures from Star Trek: The Original Series. Kirk, Spock, Uhura and more are joined by Romulans, Klingons, and other iconic adversaries in this HeroClix 5-figure booster release!

The Star Trek HeroClix Away Team: The Original Series Booster Brick has 50 new figures to collect:​

  • [*=center]13 Common figures
    [*=center]12 Uncommon figures
    [*=center]11 Rare figures
    [*=center]10 Super Rare figures
    [*=center]4 Chase figures

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Harley Quinn and the Gotham Girls Booster
DC Comics HeroClix Expansion
By WizKids

The DC Comics HeroClix: Harley Quinn and the Gotham Girls Booster Brick includes the biggest icons of girl power in the DC Comics Universe from classic characters like Wonder Woman to newer characters like Harley Quinn and her hyenas. HeroClix fans will get to enjoy all-new versions of Harley Quinn, DC Bombshell versions of beloved heroines, and extra-dangerous members of the Suicide Squad. Whether you’re in the streets of Gotham, outer space, or Arkham Asylum, Harley and her crew will help you bring action and mayhem to the HeroClix tabletop like never before!

With more than 60 figures to collect, DC Comics HeroClix: Harley Quinn and the Gotham Girls Booster Brick is sure to be on many HeroClix players’ wish lists.

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Harley Quinn and the Gotham Girls Fast Forces
DC Comics HeroClix Expansion
By WizKids

The DC Comics HeroClix: Harley Quinn and the Gotham Girls Fast Forces features 6 HeroClix figures with all-new dial designs, focusing on the Thrillkiller storyline from Elseworlds. This pack is perfect for Harley Quinn and Batman fans alike and an excellent product for new and established players! This Fast Forces features Harley Quinn, The Joker, Batgirl, Robin, Batman, and a GCPD Officer.

Fast Forces packs are designed for quick play and easy team building, for both tournaments and casual games

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Harley Quinn and the Gotham Girls Dice & Token Pack
DC Comics HeroClix Expansion
By WizKids

The DC Comics HeroClix: Harley Quinn and the Gotham Girls Dice & Token Pack contains two (2) custom dice featuring an icon of the DC Bombshells Bomb and six (6) custom action tokens featuring images of the DC Comics Bombshells. The DC Comics HeroClix: Harley Quinn and the Gotham Girls Dice & Token Pack is a great way for players to enhance their HeroClix experience!

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Shining Legends Pin Collection: Zoroak
Pokemon TCG Expansion
By Pokemon​

The above list has been compiled based upon distributor and retail new releases mailouts I receive. Please note that there may be some geographic differences in release dates and/or availability of items. Please contact your local store for more information.

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

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