New Hobby Releases In Stores & PDF Spotlight: 14th May 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.

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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Fully Operational: A Sourcebook for Engineers
Star Wars: Age of Rebellion Sourcebook
By Fantasy Flight Games

Design. Build. Repair. Destroy. The struggle against the Empire isn’t only for those who carry the biggest blasters or fly the fastest Starfighters. No war can be carried on without the tools to wage it, and Engineers serve the Rebellion and their comrades by designing, building, and maintaining all the equipment necessary to end the Empire’s reign of terror in the galaxy. Weapons, droids, vehicles, and gear of all varieties are more than just plasteel and bolts; they represent the will of the free people of the galaxy made corporeal in defiance of the Emperor.

Fully Operational is a 96-page sourcebook for Engineers in the Star wars: Age of Rebellion Roleplaying Game. Featuring three new specialization talent trees and new races to populate your campaigns, Fully Operational is an essential addition to your collection. It includes detailed rules for vehicle and starship construction as well as sample campaigns that emphasize the role Engineers play in the Galactic Civil War beyond being simple background support. A livery of new ships and vehicles also awaits you, ready to be included in your Age of Rebellion campaign.

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Shipwright Specialization Deck
Star Wars: Age of Rebellion Accessory
By Fantasy Flight Games

Shipwrights turn efficiency and pragmatism into an art. Vehicles and starships are some of the most expensive and resource-intensive equipment in the galaxy, and a smart Shipwright strives to get every last drop of efficiency from them.

Each Specialization Deck contains 2 cover cards (including a reference guide for each deck) and 20 standard sized talent cards.

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Droid Specialization Deck
Star Wars: Age of Rebellion Accessory
By Fantasy Flight Games

The Droid Specialist builds and maintains the ubiquitous robotic companions found nearly everywhere in the galaxy. Whether viewing these droids as merely tools or true companions, Droid Specilaists provide essential support at every level of the Rebellion.

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Sapper Specialization Deck
Star Wars: Age of Rebellion Accessory
By Fantasy Flight Games

Sappers are the quintessential battlefield Engineer. Whether constructing protective structures or demolishing enemy ones, the Sapper turns explosive power into a useful tool.

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Engineer Signature Abilities Deck
Star Wars: Age of Rebellion Accessory
By Fantasy Flight Games

Unmatched Ingenuity puts the Engineer’s utility on full display, allowing them to adapt any weapon or tool in order to overcome the problem at hand. The Harder They Fall makes even the hardest targets vulnerable, whether implacable structure, mighty starship, or terrifying droid.

The Engineer Signature Abilities Deck contains 2 cover cards (including a reference guide) and 18 standard sized talent cards.

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Core Rulebook
By Rowan, Rook & Decard

You are a dark elf. Your home, the towering city of Spire, was occupied by the high elves two hundred years ago. Now, you have joined a secret organisation known as the Ministry, a paramilitary cult with a single aim – to overthrow the cruel high elves and restore the drow as the rightful rulers of the city.

What – or who – will you sacrifice to achieve your aims? Will you evade the attention of the authorities, or end up shot in the street like so many before you?

Spire is a 220-page book which contains:​

  • [*=center]A quick and easy D10 system that lets you tell stories of brutal rebellion
    [*=center]Details on the districts, factions and personalities that make up Spire – the frozen high elf kingdom of Amaranth, the lawless undercity of Red Row, the mysterious Mortician sect and the bleeding hole in reality known as the Heart
    [*=center]Ten character classes, including the vagabond Knight, the sorcerer-artist Idol and the arachnid nurse Midwife
    [*=center]Multiple extra advances to sculpt your character, allowing them to learn the hidden magicks of the Ministry, fall back on their military training, or devote their existence to a mad cannibal king who lives under an abandoned warehouse
    [*=center]A gamesmastery chapter, written with an eye to help you craft conspiracies and power structures that your players can topple, subvert or be consumed by
    [*=center]Over fifty illustrations by the tremendously talented Adrian Stone

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City of Mist Starter Set
Starter Set
By Son of Oak Game Studio

The investigation begins! Introduce yourself and your friends to the basics of City of Mist with this widely-praised Starter Set, including seven beautiful laminated A3-sized character folios that also double as posters and a rulebook containing all you need to run City of Mist games.

Play as the fiery plumber Salamander, the exquisite yet destructive Excalibur, the dream-realizing antiques dealer Declan L’Estrange, the haunted undead assassin Post-Mortem, the deformed ex-boxer Mitosis, the hipster hacker Flicker, or the teenage fox spirit Kitsune! Each character includes four themes, Mysteries to explore, Identities to uphold (or get you into trouble) and options for development.

The Starter Set includes two playable Cases (scenarios).

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Degenesis Rebirth Premium Edition RPG
Core Rulebook
By Sixmorevodka

Mankind is under siege.

The enemies of Homo Sapiens are drawing closer. Day by day, they gain more followers, more territory, more power.

AMSUMO machine men stalk the ruins in preconditioned patterns. Sleepers, elite soldiers from the past awake to bathe civilization in warfare and bloodshed. Marauders, rotting, undying gods wield weapons of mass destruction and wreak havoc across the land.

But man has to face his greatest enemy yet:

Homo Degenesis, spawn of the Primer, rises from the craters, each breed wielding powers that bend the laws of reality.

Shapeshifting, precognition, psychokinesis, these aberrants are the peak of evolution. The insect swarms of the world come to do their bidding. Where Homo Degenesis claims territories, the earth rots and spore fields burst sepsis into the air, tolling the final bell in the Primers plan.

Humanity’s time has come: Raise the weapons, fight back, or be forgotten. Forever.


352 Pages, Full Color​

  • [*=center]Introduction into the world of Degenesis, it's Cultures, Cults and the history of the world
    [*=center]Featuring two A3 sized maps: Europe and Africa, and the Protectorate

352 Pages, Full Color​

  • [*=center]Fully revised rule system, featuring new game concepts, improved Character Creation, flexible Ranking-System, Potentials
    [*=center]Fully revised combat systems: “Primal” & “Focus”. New mechanics for enhanced group play options
    [*=center]Bazaar introduces over 130 unique Cult Weapons and Equipments, Scrapper “Slotting & Salvaging" systems, "Weapon Slots & Mods" and much more
    [*=center]Fully revised system for using Burn and other enhancements
    [*=center]8 Major Enemy Factions, 21 featured Clans, dozens of minor Enemies
    [*=center]Storytelling Chapter featuring tooltips and help for crafting unique campaigns in the world of Degenesis
    [*=center]Embargo establishes a unique adventure set to introduce new players to the Rebirth Edition

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The Killing Game
Degenesis RPG Sourcebook
By Sixmorevodka

Welcome to Franka. It’s the year 2596. Death lurks in the shadows of the swamps and hatred breeds in the hearts of the envious. To the north, spores fall from the sky, to the south, there are rumors of war. For ten years, Lady Luck has smiled on Hamza and inspired the Raider to ever-riskier endeavors. However, the frenzy of success draws enemies into the orbit of the Neolibyan Raider. They lust for his wealth, his power and his reputation. In their eyes, Hamza bleeds out the land; he is the source of the depletion of Franka and needs to die.

The chainsaws are well oiled, the revolvers are loaded and the rage burns. The smell of an imminent rebellion mingles with the salty sea breeze – one spark, and the time of peace will be over. Forever.
This book reveals the details of the machinations on the southern coast of Franka and leads experienced players even deeper into the world of DEGENESIS.

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In Thy Blood
Degenesis RPG Sourcebook
By Sixmorevodka

Regional overview of North Purgare, along with territorial region III, as well as the Anabaptists zone of influence.

City overview of the Ancestral Seat of Lucatore, along with in-depth information on the Cloister of the Anabaptists, the Elysian Oils and the regional history of the Broken Cross.

An elaborate adventure, "In Thy Name" drags the characters into deciphering the secrets and clandestine events that are buried within Lucatore

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Homo Sapiens Storyteller Screen
Degenesis RPG Accessory
By Sixmorevodka

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Knights of the Dinner Table #254
Comic and Games Magazine
By Kenzer & Co.



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Sandy Petersen’s Cthulhu Mythos
Pathfinder Supplement
By Petersen Games

Sandy Petersen’s Cthulhu Mythos is the most comprehensive guide to including Lovecraftian elements in your Pathfinder Roleplaying game, written by the author of the groundbreaking Call of Cthulhu RPG, and developed primarily by James Jacobs (creative director of Paizo) and David N. Ross.

This massive 512 page tome contains over 100 monster stat blocks, dozens of which are Cthulhu Mythos monsters that have never been described for Pathfinder – including new rules for interacting with 25 different Great Old Ones and Outer Gods (they are much more than a simple encounter!).

This tome is much more than a mere bestiary, however. Inside you will find new rules for Insanity and Dreams; 40 new spells and 30 Rituals – a new magic ruleset; dozens of mythos items and artifacts; dozens of Mythos cults detailed; and four new player races from Lovecraft’s universe – Dreamlands Cats, Mythos Ghouls, Gnorri, and Zoogs – as well as new character options, professions, feats, and race options for them.

If you like Cthulhu, Pathfinder, Monsters, and Madness, you need this book!

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C20 Book of Freeholds
Changeling: The Dreaming Sourcebook
By Onyx Path Publishing

Home Is Where You Go…

They are the center of Kithain culture, the havens and shelters required when times get grim. They are dreams made manifest, and hopes kept burning. From the Mythic Ages to the present day, freeholds have been the linchpin around which the changeling world turns.

Fragile, powerful, mysterious and oft-dangerous, the complex natures of freeholds make for valuable commodities to all changelings, worth dying to protect or killing to acquire.

…Where They Have To Take You In…

Book of Freeholds opens the doors and invites you in to sit at the hearth for a deep dive into the foundations of changeling society. Learn the history of freeholds as they wind throughout Kithain history. Discover the lost Treasures that bind the fae and their homes together, soul-to-balefire. Study the dangers, the threats, understand the duties and responsibilities, and then gather your motley to claim your birthright.

The Book of Freeholds contains:​

  • [*=center]Two new freehold Archetypes
    [*=center]Four new Glade Archetypes
    [*=center]Full rules for the creation of freeholds and Glades
    [*=center]11 fully developed freeholds and Glades
    [*=center]New chimera, Treasures and Oaths, and more

…And Where Your Dream Burn Brightest.

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Tiny Frontiers: Revised
Core Rulebook
By Gallant Knight Games

Tiny Frontiers: Revised is here! All new art, expanded and revised rules, and all new micro-settings come together with the minimalist TinyD6 rule system for a revision of the bestselling minimalist space opera roleplaying game!

Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written 3x5 notecard, and easy to understand and teach rules, Tiny Frontiers: Revised is great for all groups, ages, and experience levels!

Featuring exciting micro-settings designed to jump start your imagination and campaign, writty by some of the most talented writers out there, Tiny Frontiers; Revised will provide an easy launching pad for conventions, one-offs or short campaigns!

Designed to emulate classic space opera, and providing an open framework for exciting stories, Tiny Frontiers: Revised is here! Completely compatible with the other TinyD6 games, Tiny Frontiers: Revised is a fully-stand alone game.

So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, space opera roleplaying!

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The Marketplace
Systemless Sourcebook
By Phalanx Games Design

This is a follow-on project from Orbis Mundi2 which covered the real background of the Medieval period, dealing with all the myriad of details pretty much every role playing game to date gets wrong.

The Marketplace is a massive book covering not just what items were available and what they actually (or were likely) to cost it also covers the economic underpinnings of trade and commerce. This allows a GM to tailor the prices (mainly from the 14th century) for a specific period within the overall range covered (the 11th to the 14th centuries).

For example, the nonsense that every RPG since the original D&D has peddled to the effect that Longbows are somehow worth more than a sword when, historically (depending on the 'sword') the reverse was true ... massively so ... is not followed in the book ... the real cost of a Longbow was not the Bow, but the training needed to make a competent Archer. There are even some suggestions as how to deal with this factor in most games.

The book has chapters on Markets, Fairs & Shops, Taxes & Trade, Bullion & Banks, Marketplace Basics, Wages & Salaries, Selected Price Series, Alchemists & Alchemy, The Armoury, Camping Gear, Clothes & Fashion, Farms & Farming, Food, Fast & Otherwise, Hardware & Tools, Home & Furnishings, Learning & Letters, Lighting & Illumination, Travel & Trade, and is rounded off with a Master Price List and appendices on Church & Religion and Manors & Castles.

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Limitless Encounters vol. 2
5th Edition Supplement
By Limitless Adventures

100 encounters in 10 new environments - Even more encounters! Over 20 new monsters, lots of new traps, skill challenges, and roleplay. Pre-rolled treasure to reduce DM prep time, and 300 Further Adventure™ hooks

Each product has Further Adventure hooks to aid in writing follow up quests, and an exclusive spell, monster, item, god, or optional rule that is previously unpublished.

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Book of Celestial Heroes
5th Edition Supplement
By Legendary Games

The demigod Celestial Heroes have conquered the world and raised civilization to precipitous heights but only YOU can save it from destruction!

On the eve of evil's twilight as malevolence nearly became undone on the decopunk utopia of Askis the terrible machinations of rogue mad scientists instilled a vein of corruption throughout the populace. Though they are few these malcontents are irreprensibly vile and in tandem with the foul minds that touched their nascent souls with evil, the world once more needs heroes.

You are one such hero.

  • The goody-two shoes twin of the Book of Exalted Darkness
  • Two new classes--the Exemplar (a hero all about glory) and the revised Feywalker (when flight and fancy are more important)--along with holy archetypes for every class
  • Holy spells
  • Holy rituals
  • Holy feats
  • Heck, there's even a holy hand grenade (which explodes on the count of 3--not 5, but 3)
  • The decopunk utopia world and Spheres of Askis, great works the PCs must bolster to save civilization from destruction
  • Tailored magic items that become more powerful as an adventurer gains prowess
  • Equipment and inaequa-technology that run the gamut from flashlights to jetpacks and locomotives (along with vehicular combat rules)
  • All the poisons plus a few new ones, diseases galore, and extra madness and insanities
  • Six powerful mad scientist villains each with their own lackeys and lairs joining more than 50 NPCs and monsters
  • Searching the River Styx, a scaling adventure for PCs of 3rd-16th level and just the right thing when the group goes down from an evil TPK!

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Uncanny Echo Issue 4: Present
Powered by the Apocalypse Magazine
By Wrecking Ball Games

This game does not teach you how to play Powered by the Apocalypse games. It assumes you have knowledge of the PbtA engine and leverages that information to create a pick-up-and-play, rules-lite one-shot experience.

Issue 4: Present

This issue is more narrow in focus than others because it is based on a novel and movie, Bringing Out The Dead. This source material follows a burned-out nightshift paramedic who struggles with intense personal and spiritual trauma after too many years on the job.

You’ll find one playbook, the Medic; you’ll play someone experienced and trained in this field to the point where their job is habitual. They work with skill and precision but find that, more often than not, the outcome is not something in their purview.

Because this subject matter is intense and beyond my expertise, this issue is not concerned with simulating the actual care of the people medics tend to in real life. Instead, we will focus on the peripheral lives of the protagonists and the city at night, much like in Bringing Out The Dead. This issue interrogates the city, what it is and what it feels, and the altogether different lives and events most people never experience.

A life distinct from the daytime hours and experiences of people not belonging to the machinations of evening and dawn—when the surreal and bizarre feel possible.
Uncanny Echo is a serialized roleplaying game. It borrows from part of the Apocalypse World engine created by D. Vincent Baker and Meguey Baker. Games using elements of the Apocalypse World engine are often referred to as Powered by the Apocalypse (PbtA).

Uncanny Echo contains small, episodic stories rooted in mysterious or eerie events that unravel with each Issue. Something somewhat normal becomes something else: surreal, unearthly... uncanny.

Each Issue is a pick-up-and-play one shot, intended to form an ongoing serialized narrative that has a meta-narrative external from any given session. Within these modular experiences, each game will differ greatly with player input. Each uncanny story is of your own making and unfolds in an emergent manner. You to play to find out what happens with as little cognitive load as possible.

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Pathways #76 Beasts
Pathfinder Magazine
By Rite Publishing

How can you say "No" to a FREE collection of Pathfinder templates, encounters, variant monster rules, and variant masterwork weapons? If you say no designer Owen K.C. Stephens and artist Anderson Maia will

Rite Publishing brings you Pathways, a free 'zine packed with plenty of Open Game Content for you to take to the table. You'll find articles by Wendall Roy, Creighton Broadhurst, David J. Paul, T.H. Gulliver, and Joshua Hennington.

We are also featuring two new sections in our magazine for 5e and Star Finder with articles by Brandes Stoddard and Stephen Rowe.

You'll also find our new comic On a Roll "The Secret Life of Dice" included in this edition along with a Rite Art Showcase.

As ever, Pathways would not be possible without our Patrons. If you love what we do, please check out Rite Publishing on Patreon.

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Black Magic
Spire Supplement
By Rowan, Rook & Decard

This first PDF sourcebook for Spire contains:​

  • [*=center]Rules for the Blood-Witch, a terrifying character class that deals in deceit, immortality and exsanguination thanks to a mystical blood disease they willingly contract in the depths of the underspire
    [*=center]The Demonologist extra advance, allowing any character to dabble in powers far beyond their ken and mar their eternal soul in the process
    [*=center]A list of demons: extra-dimensional horrors bound into unstable equipment by people who really should know better
    [*=center]The Grangou extra advance: a hedge-witch who deals in community, fortitude, magical curry goat and a cauldron that brings people back from the dead
    [*=center]The Deep Apiarist extra advance: one of a sect of protectors of Spire who take pilgrimages into the Heart and fight the nightmares they encounter there, replacing their organs with waxen simulacra and filling their bodies with sacred bees
    [*=center]A list of occult fallout results that GMs can inflict on players that delve too deeply into the dark arts, including: horns, your lies appearing as tattoos on your skin, the worst luck in the universe, and – every night, as you sleep – retching up a grey-skinned, needle-toothed child that bears your face and runs around desecrating altars

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Natural Born Scoundrels
Shadow of the Demon Lord Supplement
By Schwalb Entertainment

Cutthroat killers, confidence artists, daring scouts, and bold adventurers: rogues can be all these and more. Natural Born Scoundrels explores the rogue path in depth and expands the options available to players who choose it for their characters. Inside this supplement, you will find rules for playing academics, darksouls, and dogmatists, along with all the old favorites. In addition, this entry into the Paths of Shadow series offers up a set of new expert paths designed with the rogue in mind. The tinker can cobble together enchanted objects from spare parts, while the emissary become a powerful agent of the gods. The options revealed in this book are guaranteed to take your rogues into exciting new directions!

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Culture Theory
Systemless Sourcebook
By Dancing Lights Press

Characters, Worldbuilding, and Adventures

In the context of a fantasy world, culture can mean a lot of things. Often people reduce it to what tabletop games traditionally call race. Elves are magical, learned, and like nature. Dwarves are sassy, temperamental, and like to party. It’s not so much a collection of cultural markers, or even ethnic markers, as it is a set of stereotypes. Even fantasy humans suffer from this. Where in the real world humanity is varied in its customs, values, and beliefs, within tabletop settings they become a monoculture, distinguished from elves and dwarves primarily by the shape of their ears, their height, and what sorts of ability bonuses they get.

No, not all settings are like that, but as tabletop storytellers we can do better overall. The way to make your campaign stand out, to be truly unique, isn’t to create more player character races or re-skin existing ones. It’s to get more out of what’s already there. Develop the cultures within your world. Whether it’s the people within a kingdom, an ethnic group spread out across continents, or a distinct species of beings, there should be more to them than stock abilities and numbers. They should be interesting.

The purpose of this book is to help you flesh out the cultural elements of your campaign in order to make it unique. The choices you make about the peoples within your setting will create new background and roleplaying options for your player characters, antagonists, and supporting cast. You will generate new worldbuilding prompts to explore and deepen what your elements say about those cultures. Adventure hooks and story ideas will spring from the people, their traditions, systems of governance, and beliefs. Developing your cultures is an investment worth making.

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Impaler Handbook
Necropolis 2350 / Savage Worlds Supplement
By Triple Ace Games

They’ve got rocket launchers, flechette rifles, molecular swords, and sharp sticks!

For all the firepower available to the Sacri Ordines, they are times when you have to fight Rephaim toe-to-toe. This is when the Ordo Haste Sanctae, better known as the Impalers, rises to the front. Armed with spears, swords, and faith, they tread where others fear.

Designed for players and War Masters alike, this handbook explores the Impalers in detail.

Inside you’ll find an expanded history, information on how the Ordo recruits new members and finances its army, details on the various Chapters, a tour of noted facilities, a range of hardware, sample Wild Card and Extra characters, background details on famous units, and plenty of new options for creating player character Impalers.

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Avremier: Supplement 0
OSR Supplement
By Mothshade Concepts

Introducing a setting more than 30 years in the making.

Avremier is a world said to rest at the very center of Creation. Contested by gods and monsters of outer dimensions, this is the new home of a colonial human race. Established less than 500 years past, human civilization has yet to match the heights of the older races, but humanity does lead the way in the industry of adventuring. Whether you further the cause as a human adventurer, or make your mark as a dwarf, elf, halfling, or hobgoblin PC - Avremier is a setting for glory and renown.

This first "Supplement 0" for the Avremier old-school edition offers:​

  • [*=center]A new fighting PC class - the Armiger. Champions of Humanity.
    [*=center]Setting-specific details for running non-human PC races, including a hobgoblin player character race: the Yalkhoi.
    [*=center]The industry of the professional adventurer, including guidelines for gaining Renown as a hero of the realm.
    [*=center]24 new Magic-User spells. 10 new Cleric spells. 6 new Druid spells.
    [*=center]Over 50 new and variant monsters, such as the Dungeon Dragon, Flutterpotamus, and Cauldron Golem.
    [*=center]More than 100 new magical weapons and items. Wield the bizarre chess-aspected Checkered Blade or baffle opponents with the mighty Wand of Dragon Bubbles.
    [*=center]The known, surviving deminities - diminished remnants of Humanity's old gods.
    [*=center]Details of the Avremier setting and environment.

This homage to the first published fantasy RPG rules is the first of a five-volume set.

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The Darkness Beneath Dalentown
Swords & Wizardry / OSR Adventure
By Tim Bannock

The Darkness Beneath Dalentown is a Swords & Wizardry adventure for characters of levels 8-12 that takes a party of adventurers below the surface of Dalentown to investigate a long-abandoned dwarven stronghold. But that's where the familiar tropes end! Spurred by stories of restless spirits, the party soon finds themselves staring down an invading force of oozes, slimes, puddings, and jellies all in the service of demons! Worse still, the ancient dwarven lords that once protected this underground library and mining operation have been horribly transfigured by the infernal powers at work, and linger on as deadly spirits and automated guardians who are tortured by their station and forced to repel the intrepid adventurers!

This module features a fully realized town setting -- Dalentown -- complete with maps, developed NPCs, and above-ground intrigues. In the sewers -- also mapped out -- are the beginnings of the town's troubles, and four levels of dungeons connect to the sewers to create a sprawling dungeon crawl and a threat that could destroy Dalentown turning its inhabitants into mindless slime zombies! Tons of advice, sidebars, random encounter tables, and other random table generators give Referees the tools to run this adventure as a standalone event, as part of a bigger campaign, or to tear it apart into its component bits and leverage them as tools for their own homebrew campaigns. All maps are built with DM and PC versions, hiding any secrets, and are optimized for easy use in virtual tabletop programs.

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Dark Astral
Zweihander Grim & Perilous Setting
By Grim & Perilous Studios


The solar system is spread apart into warring fiefdoms, technology has gone by the wayside and become an extreme luxury, education is fleeting and knowledge is reserved for the powerful – meaning science and medicine lag behind. Religion and superstition reign. This is a campaign setting that’s deeply entrenched in superstition and subverted ideals, despite the staggering height of technology.

Dark Astral is the Renaissance era transplanted into the theater of the Vault of Night: foolhardy Shadowbrokers, corrupted Klergists, insane Psykonauts, hedonistic Technokrats, sanguine Manhunters and ravaged Astrotemplars all have their niche, even if their sailing ships are replaced by space arks and bows with laser rifles. In Dark Astral, we don’t use traditional science fiction terms: aliens are called The Other, gravity is called Ætherea, planets are called Dominions, spaceships are called Arks, stars are called Mirrors and space itself is called the Vault of Night. In the uncharted territories in the Vault of Night, there are not galaxies, but Wytch-spirals. Steeped in superstition and living in the wake of lost technology, Characters will struggle against the grim spectre of a corruptive force from beyond - deep within the Dark Astral!

Within this 32-page PDF, you're going to find a new approach to use Zweihänder Grim & Perilous RPG at your game table. Dark Astral is the first of a new series of chapbooks, where we've taken the base #ZweihanderRPG rules and cast them through the lens of a Biblically-inspired, pseudo future of 'Spacehander'. Dark Astral is a little bit of Alejandro Jodorowsky's unrealized take on Dune, mixed with a healthy influence of Xenogears and the gritty science fantasy of the first edition of Rogue Trader.

We've included a comprehensive equipment list, including a ton of new weapons, armor, technological trappings and Qualities that apply to them. You'll also find technical ideas around how to use #ZweihanderRPG core Professions in this chapbook, accompanied by Moebius-styled artwork drawn by Ken Duquet! Most importantly, everything you see in Dark Astral is perfectly compatible with Zweihänder Grim & Perilous RPG.

A chapbook is an experiment on how we deliver future supplements for Zweihänder Grim & Perilous RPG. It is meant as a tasting room; we're setting the table with some new recipes, and we want to hear from you on how you like them. Our chapbooks are intended to be released exclusively on DriveThruRPG in PDF format, and eventually for print-on-demand.

You can also think of our chapbook as a 'skunkworks' of sorts; a place to run with new rules and ideas from our game table to yours. We want to hear about your experiences with Dark Astral on social media (using the hashtags #Spacehander and #DarkAstral). Based on what we hear, we may turn Dark Astral into a full-blown supplement. One of the key components of the chapbook series is to listen to you: what you like, don't like, etc. We will take under consideration community feedback, refactor where needed, blow out new options and provide a more expansive treatment should it prove to be popular with #ZweihanderRPG fans.

So come along with us and join this crazy ride with our first chapbook, which we're calling Dark Astral!



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The Forgotten Age
Arkham Horror LCG Deluxe Expansion
By Fantasy Flight Games

We think we know the history of the Earth, but there are secrets that lie beyond our reckoning and truths that could undo our entire understanding of the universe. When renowned historian Alejandro Vela discovers one of these secrets, the ruins of an ancient and forgotten Aztec city, it sets into motion a plot that could unravel the very fabric of time.

The Forgotten Age is the third deluxe expansion for Arkham Horror: The Card Game. Here, your team of investigators embark on a scientific expedition to the rainforests of Southern Mexico in two new scenarios, each of which can be played as a standalone adventure or can act as the beginning of a new campaign for your team. This expansion introduces five new investigators to Arkham Horror: The Card Game along with sixty-four player cards and eighty-seven encounter cards, including an all new exploration deck that presents new challenges for you to overcome as you find yourself falling into The Forgotten Age.

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Someone Always Tells Chapter Pack
A Game of Thrones LCG 2nd Edition Expansion
By Fantasy Flight Games

Someone Always Tells is the sixth Chapter Pack of the "Flight of Crows" cycle, and it brings a fitting conclusion to the major themes explored in this cycle. As with the other expansions, you’ll find new cards with the Bestow keyword, an attachment and a location devoted to the faith of The Seven, and cards that reward players for forging alliances between the factions. You’ll also discover plenty of recognizable characters and locations from the saga that you can add to your decks, such as Mace Tyrell, Qyburn, and the Great Sept of Baelor.

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3-8 players, ages 12+, 15-45+ minutes

Players compete in two teams in Decrypto, with each trying to correctly interpret the coded messages presented to them by their teammates while cracking the codes they intercept from the opposing team.

In more detail, each team has their own screen, and in this screen they tuck four cards in pockets numbered 1-4, letting everyone on the same team see the words on these cards while hiding the words from the opposing team. In the first round, each team does the following: One team member takes a code card that shows three of the digits 1-4 in some order, e.g., 4-2-1. They then give a coded message that their teammates must use to guess this code. For example, if the team's four words are "pig", "candy", "tent", and "son", then I might say "Sam-striped-pink" and hope that my teammates can correctly map those words to 4-2-1. If they guess correctly, great; if not, we receive a black mark of failure.

Starting in the second round, a member of each team must again give a clue about their words to match a numbered code. If I get 2-4-3, I might now say, "sucker-prince-stake". The other team then attempts to guess our numbered code. If they're correct, they receive a white mark of success; if not, then my team must guess the number correctly or take a black mark of failure. (Guessing correctly does nothing except avoid failure and give the opposing team information about what our hidden words might be.)

The rounds continue until a team collects either its second white mark (winning the game) or its second black mark (losing the game). Games typically last between 4-7 rounds. If neither team has won after eight rounds, then each team must attempt to guess the other team's words; whichever team guesses more words correctly wins.

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Through Jungle and Desert Vol. 2
Memoir ’44 Expansion
By Days of Wonder

Lead your men through the merciless jungles of Burma, trying to escape the Japanese grasp, or rush to Rangoon before the British forces evacuate the city on the jungle scenario. Then, change the terrain and fight the first tank battle between U.S. and German forces in the sands of North Africa, where Stuart and Panzer clash in the middle of the desert.

Through Jungle and Desert, the second installment in Days of Wonders' second series of Memoir '44 Battle Maps, includes six standard pre-printed scenarios with historical background and special rules, one token punchboard, and two new decks of combat cards: a Jungle Combat Cards deck and a Desert Combat Cards deck. The Jungle's scenarios can be played separately or as a campaign, with each scenario outcome impacting the following one.

In addition, this expansion features two pre-printed Overlord scenarios that allow you to fight for Henderson Field in Guadalcanal or conduct a a huge desert battle that marks the beginning of the second battle of El Alamein in Operation Lightfoot.

To use this expansion, you need at least one copy of Memoir '44 as well as the Pacific Theater and Mediterranean Theater expansions. The publisher also recommends the Terrain Pack and Equipment Pack expansions.

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Magic Maze Kids
2-4 players, ages 5+, 20+ minutes
By Sit Down!

The king was accidentally turned into a frog! Gather your friends, stride across the forest, and find the correct ingredients to prepare a potion that will cure him.

Magic Maze Kids is a cooperative game that makes the original mechanisms of Magic Maze accessible to young players. Everyone controls all of the heroes, but only in one direction! Tutorials gradually teach you the rules, and several levels make the game evolve with the children.

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GKR: Heavy Hitters
1-4 players, ages 12+, 60-120+ minutes
By Cryptozoic Entertainment / Weta Workshop

Welcome to the biggest sport of the future – GIANT KILLER ROBOTS : HEAVY HITTERS!

GKR: HEAVY HITTERS is an advertising-driven, televised combat sport where mega corporations fight for lucrative salvage rights and advertising dominance in Earth’s abandoned cities. But more importantly, they need you! Your skills as a pilot and tactician are needed to win, gaining your Faction more fans, and more importantly, loyal consumers.

You will be piloting a Heavy Hitter, the name given to the largest fighting mechs in the battle zone. Flanking your Heavy Hitter in these high stakes sport matches are 3 unmanned robotic support units, consisting of Combat, Repair and Recon. Fighting head-to-head using your Heavy Hitter, you control your entire team of GKRs, strategizing your way to victory. Any dumb mech-jockey can shoot, but can you STRAT? Guess we’re gonna find out!

GKR: Heavy Hitters - A new boardgame set in the world of Giant killer Robots!

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2-4 players, ages 10+, 30+ minutes
By Z-Man Games

In Fae, first released as Clans, each player is trying to achieve victory by scoring as many points for their color as they can. This is tricky as each player's color is chosen at random and kept hidden until the end of the game. Each region of the board contains five areas, each one of five different types. Each area receives one hut each of five different colors. On their turn, a player moves all huts from one area containing less than seven to an adjacent area, all the while trying to hide which color is theirs. After moving, if one or more areas are completely surrounded by empty areas, they are scored. If all colors are present in a scoring, any colors with only one hut present are removed. The epoch track allows a limited number of areas to score before the game ends, and each scoring will either gain a bonus or score nothing depending on the terrain type in which scoring occurred and how far along the track the game has progressed; each scoring advances the track, and each section of the track gives different terrain types bonuses and penalties.

Once at least twelve areas have scored the game ends, then players reveal their colors to find out who was best able to score the most points while keeping their color a secret.

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Tabletop Gaming Magazine #18
Games Magazine
By Warners



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Italian M14/41
Tanks Expansion
By Gale Force Nine

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Italian Semovente
Tanks Expansion
By Gale Force Nine



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Red Poppies Campaign: Volume 2 – Last Laurels at Limanowa
1-2 players, 2-24+ hours
By Compass Games

Red Poppies Campaigns: Volume 2 - Last Laurels at Limanowa (LLL), simulates Austria-Hungary's last independent victory against the Russian Empire in World War I. In November 1914, Russia's 3rd Army pressed on Krakow, the center of Austrian Poland, while the Russian 8th Army threatened to break through the Carpathian passes into Hungary. Desperate to relieve the pressure, Franz Conrad von Hötzendorf, Chief of the General Staff for Austria-Hungary, gambled on a counter attack about 25 miles southwest of Krakow.

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Korea: Fire and Ice
1-4 players, ages 12+, 3-10+ hours
By Compass Games

Korea: Fire and Ice is the first game in a new system called Operational Scale System. This system will cover large scale combat from World War Two into the modern era. The scale for the system will be 10 miles a hex and weekly turns, with Divisions as the primary maneuver unit.

Using at its heart a system that is from an older but wonderfully conceived game called “Road to the Rhine”, players will be able to move all their units once but can, if they can afford the supply cost, move the still unmoved units impulse after impulse. The opposing player will have to maintain adequate reserves to counter this.

The grand campaign game covers the first year of the war.

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World at War #60: Eisenhower’s War
Magazine & Wargame
By Decision Games

Eisenhower’s War (EW) is a two-player wargame covering the final 11 months of World War II in northwest Europe, from D-Day through the end of April 1945, when the Anglo-Allied campaign in the west effectively came to its end. The game is also easily adaptable for solitaire play. The political boundaries shown on the map are those drawn by Hitler prior to his downfall. Victory is judged by measuring the player’s performances against that of their historic counterparts, with the historic outcome reckoned as a draw. If the Allied player does better than Eisenhower, he will be adjudged to have won the game. If he does worse, he’ll be reckoned to have lost the game. Each turn of play equals one or two months of ‘real’ time, depending on the time of year. Each hexagon represents 40 miles (65 km) from side to opposite side.



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Dusk Mane Necrozma Box
Pokemon TCG
By Pokemon

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Dawn Wings Necrozma Box
Pokemon TCG
By Pokemon​

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

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

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Marketplace seems helpful for medieval urban adventures. Think of medieval markets as ‘farmer markets’ or ‘flea markets’. Some of them only open one day a week. Usually one must order most manufactured items in advance, waiting for the artisans to make it on site. Anything that must be tailored to fit, must be ordered in advanced. Anything unusual − odd, precious, or magic − probably means a trip to the home of its owner. Without advertisement, or internet, finding out who owns the unusual item can be tricky.

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