• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

New Hobby Releases In Stores & PDF Spotlight: 18th June 2018

Wecome back to this weeks rundown of the new releases that will be hitting game this stores this week, as well as a look at some of the recent PDF releases from the last seven days! Green Ronin's Modern AGE Basic Rulebook leads the electronic releases whilst Mongoose's mega Great Rift Box Set for Traveller should be hitting your local game store shelves this week ! For more information about any of the physical products please contact your local games store.

Wecome back to this weeks rundown of the new releases that will be hitting game this stores this week, as well as a look at some of the recent PDF releases from the last seven days! Green Ronin's Modern AGE Basic Rulebook leads the electronic releases whilst Mongoose's mega Great Rift Box Set for Traveller should be hitting your local game store shelves this week ! For more information about any of the physical products please contact your local games store.


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Modern AGE Basic Rulebook
Core Rulebook
By Green Ronin

Enter the Modern AGE!

Leap into exciting adventure in any era from the Industrial Revolution to the modern day and beyond. The Modern AGE roleplaying game allows you to shape the setting to suit your style—whether it’s gritty action or high adventure, urban fantasy or a dystopian future. With a new, classless character-building system, twenty levels of advancement, and optional rules for psychic and magic powers, you can create the heroes your world needs. Along with an innovative stunt system, rules for thrilling chases, and an introductory adventure, you’ll find all the action you’re after inside the Modern AGE Basic Rulebook.

The Modern AGE RPG features:​

  • [*=center]A classless implementation of the Adventure Game Engine. Develop characters based on their backgrounds and experiences across 20 levels of advancement.
    [*=center]Focuses, talents, and specializations like Investigator, Hacker, and Martial Artist let you customize your character.
    [*=center]Fast-paced combat featuring modern weapons and high-octane vehicle chases.
    [*=center]A game based around action, exploration, and social stunts. Roll doubles on three six-sided dice and something cool happens!
    [*=center]Arcane magic and psychic powers for modern era games.
    [*=center]Advice for first time and veteran Game Masters, including ways to customize the system for gritty stories, two-fisted pulp, and cinematic high adventure.
    [*=center]Sample antagonists and other non-player characters, and an introductory adventure: everything you need to start playing right away.

Use Modern AGE in the campaign setting of your choice, including the World of Lazarus, based on Greg Rucka’s creator-owned comic series of near-future feudalism, or use it to run adventures in the world you create. Grab three six-sided dice, and you’re ready to play in the Modern AGE!

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The Hidden Halls of Hazakor
5th Edition Adventure
By Insane Angel Studios

In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls.

The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games.

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Mutant Crawl Classics RPG
Core Rulebook
By Goodman Games

Triumph & Technology Won by Mutants & Magic

You’re no zero.
You’re a wasteland wanderer: a mutant, a seeker, a robot-killer, a stoic shaman guarding forgotten ancient sciences. You seek triumph and technology, winning it with mutations and magic, soaked in the radiation and quantum fields of the mutated, the savage, the semi-sentient, and the artificially intelligent. There are treasures to be won in the taboo lands and ruins, and you shall have them.

Return to the glory days of science fiction gaming with the Mutant Crawl Classics Role Playing Game. Adventure like it’s 1978 again, with modern rules grounded in the origins of post-apocalyptic role playing. Fast play, a mysterious future, and 100% compatibility with the DCC RPG system await you — just activate your artifact…

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The Lexicon of the Throne
OSR / Godbound Supplement
By Sine Nomine Publishing

The Lexicon of the Throne is a sourcebook that contains not only a host of new Words of Creation for your Godbound game, but also extensive guidelines for creating new Words and gifts for your own campaign. In addition to these new Words, half the book is devoted to a set of GM tools for creating new religions and clerical hierarchies, tools that serve in the best Sine Nomine tradition for use in any game you play, whether fantasy, modern, or sci-fi. Even those GMs who don't indulge in the divine heroics of Godbound can profit by these polished and powerful tools.

Within these pages, you'll get:​

  • [*=center]Advice and guidelines for creating new Words and gifts.
    [*=center]New Words of Creation, including Birds, Cities, Dance, Deserts, Desire, Engineering, Entropy, Fear, Insects, Intoxication, Madness, Murder, Music, Networks, Protection, Theft, Underworld, Vengeance, War, and Winter.
    [*=center]Concept Words that encapsulate mythic beings in a single neat package, including Artificial Intelligence, Dragon, Faerie Queen, Lich King, and Peak Human
    [*=center]Guidelines for creating new Strifes, with the example Strife of the Hunger Within and new heroic-mortal lesser strife rules for elaborating on their less godly techniques.
    [*=center]System-agnostic tools for building new religions, from their humble origins to present world-spanning influence. Devise hierarchies, organize doctrines, and turn this preparatory work into the kind of conflicts, problems, and ambitions that make useful adventure grist.
    [*=center]Forty new religion tags to customize and complicate your faiths, giving them Friends, Enemies, Complications, Things, and Places proper to their holy cause.
    [*=center]Guides for building Godbound cults, the better to help players decide what kind of sacred duties they wish ti impress on their followers and to help GMs decide just how much Dominion these demands are worth.

So seize it now, noble reader! Godbound players and GMs will find a lush profusion of aids for their games, while even those who prefer other games will be armed with a mighty host of GM tools and helps for building religions in their worlds.

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Whispers from the Void
Pathfinder Adventure
By LoreSmyth

After enjoying many long decades of peace, the small port town of Sestone has found itself at the heart of a mystery that threatens the entire region – if not the very fabric of the mortal plane. In hopes of learning more about the growing danger, the adventurers are tasked to seek out a secretive druid circle. But the heroes are not the only ones looking for the druids.

Whispers from the Void is an adventure intended for a group of four 4th-level heroes and continues the riveting story established in our best selling adventure The Claws of Madness.

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Low Tech Weapons
Cepheus Engine / Traveller Sourcebook
By Zozer Games

Low Tech Weapons is a hardware add-on for the Cepheus Engine roleplaying game. Low Tech Weapons provides you with a huge number of new melee weapons that can be added without fuss directly into your Cepheus Engine or 2D6-based SF RPG. Most are based on the deadly weapons invented and used throughout the Ancient and Medieval periods. On Low Tech planets, TL 1-3, these weapons may have alternative names. They will provide more variety than the current spread of spear, dagger, cutlass, sword.

Catapults, ballista and trebuchet are also included!

Included are a small number of Rules Options that referees may find add a little more verisimilitude to melee combats in Cepheus Engine. The Tech Levels covered (1-3) have the following approximate Terrestrial equivalencies: TL 0 Stone Age, TL 1 Ancient/Medieval, TL 2 Renaissance/Early Modern (1300 – 1700 AD), TL 3 Industrial Revolution (1700-1860).

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Rogues Gallery
Mutants & Masterminds Sourcebook
By Green Ronin

Rogues Gallery collects supervillains from Green Ronin’s popular PDF series of the same name, with the addition of new material and never-before-seen characters. It has dozens of fearsome foes for your Mutants & Masterminds series, enough to keep your heroes busy stopping schemes and saving the world for quite some time! In its pages you will find solo and loner villains, teams and alliances, organizations and outliers, and bad guys of many different power levels, backgrounds, and styles, suited for different M&M series, all with complete game information. Plus each villain comes with ready-made adventure hooks, making the book a collection of more than a hundred possible adventures as well!

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Siren’s Call
Shadows Over Sol Sourcebook
By Tab Creations

Humanity’s first step beyond the Sol system might be its last.

The ARC Project is humanity’s first ever attempt to build and launch an interstellar colony vessel. It is one of the most ambitious endeavors ever undertaken. If successful, it will transport some 10,000 colonists the 4.4 light years from Sol to the planet Siren, orbiting Alpha Centauri A.

The journey will take 400 years, with all passengers and crew in stasis. No one knows exactly what will be found on the other side—what challenges and horrors the colonists will face as they make a life on this new world.

Siren’s Call is a campaign and sourcebook for the Shadows Over Sol roleplaying game. Its features include:​

  • [*=center]A flexible campaign consisting of eight core scenarios, plus numerous optional “side trek” adventures and ample room for personal plots.
    [*=center]Complete details on the ARC Project and Alpha Centauri system, with plenty of insight and plot hooks for other interstellar colonization scenarios.
    [*=center]Ecological details and stat blocks for numerous exoplanetary lifeforms, enigmatic machines, human archetypes and individual characters.
    [*=center]A new system for colony building, societal planning, advancement and mass combat. What type of society will you create?
    [*=center]New interstellar colonization-related gear, vehicles and genelines!

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The Book of Random Tables: Science Fiction
Systemless Supplement
By dicegeeks.com

Do you play Traveller or Starfinder? Star Trek, Star Wars, or Stars Without Number? Another science fiction tabletop role-playing game?

If so, these 26 random tables will help you cut down your GM prep time. Don't waste time creating things your players will never see. Use these randoms tables to fill in the details, so you as the game master can focus on storytelling.

The tables include:​

  • [*=center]Space Encounters
    [*=center]Planetary Exploration Encounters
    [*=center]Rumors from the Spaceport Bar
    [*=center]Spaceship Mechanical Problems
    [*=center]Items in a Desk
    [*=center]Items in a Government Office
    [*=center]Computer Files
    [*=center]Items in a Cargo Hold
    [*=center]Types of Stars
    [*=center]Types of Planets
    [*=center]Illegal Drugs
    [*=center]Plus 15 more!

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The Queen of Elfland’s Son
Dungeon Crawl Classics Adventure #97
By Goodman Games

A Level 1 Adventure

Strange attacks in the night plague the people of Eng. Slaughter and shadows keep the villagers inside after dark. Mighty adventurers are needed to seek out the source of these threats and stop them for good. This quest will take the heroes to the very borders of Elfland and pit them against the cruelty of the Unseelie Court of Faerie. Will the heroes overcome the machinations of the Queen of Elfland or will they fall victim to the glamours and wiles of Elfland’s malicious nobility?

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Earthdawn Fourth Edition Companion
Earthdawn Supplement

The Age of Legend

An age of magic once existed in our world. Lost to history, this time is remembered in the echoes of myth and legend. Humans lived alongside the other Namegiver races—dwarf and elf, troll and ork, windling, t’skrang and obsidiman. The wild places of the world were home to griffins, shadowmants, and other fantastic beasts.

The land was once besieged by the Horrors, foul creatures from the depths of astral space that sought to feed upon and destroy all that was living and good. Their time—the time of the Scourge—has passed, and the people have returned to the surface, reclaiming the lands that were once their home.

Brave heroes band together to explore the land of Barsaive, fighting the Horrors that remain, and protecting their homes and families from those that would enslave them.

The Companion provides expanded rules for players and Game Masters, taking the adventure beyond Eighth Circle, introducing new challenges, Talents, Knacks, and other tools needed to forge your legend. Make your story an epic tale that will be carried into the next Age!

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GURPS WWII Core Rulebook
Core Rulebook
By Steve Jackson Games

Your Finest Hour

Join the Greatest Generation as GURPS explores the defining event of the 20th century - World War II.

GURPS WWII provides an overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles. It also includes a modular vehicle-design system, for tailoring equipment in alternate-history campaigns or simply perfecting the unstoppable tank! This is the core book for a complete line of GURPS WWII volumes that cover specific nations and theaters, the naval and air wars, additional equipment, and much more.

GURPS WWII also comes complete with a customized version of GURPS Lite, making it a complete roleplaying game in a single volume!



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The Great Rift
Traveller Boxed Supplement
By Mongoose Publishing

The Last Great Unknown in Charted Space

Only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race.

From the cold war of the Islands Cluster to the isolation of the Boulderfield, the Great Rift is a place of varied and insidious danger. A miscalculated jump means a slow death in deep space – yet Travellers are willing to take the risk.

What awaits the intrepid voyager who finds an undiscovered star system or deep-space object? What secrets lie within the Great Rift, hidden in the vast emptiness or forgotten by ordinary starfarers? There are great risks here, it is true, but with them comes the chance to be the first people in history to stand on a new world and gaze upon what no-one else has ever seen.

Inside this set you will find:
Book 1: The Great Rift – A Traveller’s guide to the Great Rift, how to traverse it, and explorations of Corridor sector and the Riftspan Reaches.
Book 2: Touchstone & Afawahisa – Continue exploring deeper into the Great Rift with Afawahisa and Touchstone sectors.
Book 3: Reft – The worlds and peoples of the most populated sector of the Great Rift.
Book 4: Deep Space Exploration Handbook – What is beyond Charted Space in the cold void of the Great Rift? Push further into the night with this guide to deep space phenomena and the spacecraft that traverse it.

Plus three giant double-sided posters illustrating the sectors of the Great Rift and the mysterious Phobetor system.

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Islands in the Rift
Traveller: The Great Rift Adventure
By Mongoose Publishing

In Great Rift Adventure 1: Islands in the Rift, the Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space ‘behind the claw’ in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely different world and not in a flyable condition.

Once the Travellers manage to reach the ship they can finally begin their voyage across the Islands subsectors. This, too, is not a simple matter. The Islands are prone to tension at the best of times and, at present, worlds in the region are on the brink of war. The Travellers risk being mistaken for spies – and not without cause, for their ship is an Imperial intelligence-gathering vessel. The Travellers will need to make a detour to collect a hidden stash of data before transit to Zuflucht, and there are those who want to get their hands on it first.

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Sandy Petersen’s Cthulhu Mythos for Pathfinder
Pathfinder Supplement
By Petersen Games

Sandy Petersen is the undisputed authority on the Cthulhu Mythos in games as the author of the groundbreaking game Call of Cthulhu, the first game ever to bring H.P. Lovecraft's work to the gaming world. He now proudly presents the definitive and ultimate guide to bringing Lovecraft to the high fantasy, sword and sorcery worlds played using the Pathfinder rule system.

Here, your band of heroes can now fight (and maybe even defeat) monstrous horrors and bizarre, inhumanly advanced races in adventures featuring these unique entities, their magics, and the alien technologies accurately portrayed from Lovecraftian works!

This core rulebook features a bestiary with over 100 creatures, monstrosities, and Mythos Entities authoritatively revised and updated for use with Pathfinder, plus Plot Hooks and Campaign starters, information on Mythos Alien and Bizarre Technology, new expansive Insanity Rules, and details on Cults of Cthulhu and the Necronomicon and other blasphemous Tomes, as well as new Rituals, Spells, Archetypes, and Class Options.

Content Includes:​

  • [*=center]A bestiary with over 100 entries, almost half never before seen in a Pathfinder book before.
    [*=center]Over 25 Mythos Entities: Creatures in the Paizo's Pathfinder Bestiaries now authoritatively revised & updated in this book. Additionally, the original entries as found in the Bestiaries are also included for easy reference and comparison.
    [*=center]Over 50 NEW Mythos Entries: Creatures from the Cthulhu Mythos that have never before been published in any Pathfinder Bestiary.
    [*=center]Over 40 ‘Unusual Suspects': Creatures that could (and maybe should) be in the Cthulhu Mythos, found in the pages of the current Pathfinder Bestiaries. Some have been updated to reflect our new rules.
    [*=center]Adventures: Plot Hooks and Campaign starters by Sandy Petersen and others.
    [*=center]How to run horror in a heroic sword and sorcery setting by Sandy Petersen.
    [*=center]Mythos Alien and Bizarre Technology
    [*=center]New Expansive Insanity Rules
    [*=center]The Necronomicon and other Tomes
    [*=center]New Rituals and Spells
    [*=center]Archetypes and Class Options for Base Classes
    [*=center]Cults of Cthulhu and Other Great Old Ones
    [*=center]Mythos Magic Items and Artifacts
    [*=center]Aklo Language Essay
    [*=center]Mythos Ghouls as Player Characters
    [*=center]Mythos Eidolons, Familiars and Animal Companions
    [*=center]Gnorri as Player Characters
    [*=center]Advanced Adversaries
    [*=center]Zoogs as Player Characters
    [*=center]Mythos Cats and Mythos Cats as Player Characters



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The Wilds of Rhovanion
Lords of the Rings LCG Expansion
By Fantasy Flight Games

Journey to the dangerous Wilderlands in the seventh deluxe expansion for The Lord of the Rings: The Card Game, The Wilds of Rhovanion!

Three new scenarios draw you north along the mighty river Anduin, through Mirkwood, and to the prosperous city of Dale. Throughout your adventures, you will find yourself faced with dangers lurking in every shadow as you struggle to protect a band of refugees who have escaped the grasp of Mordor and now seek asylum in the kingdom of Rhovanion. Battle Goblins and ravenous Spiders, explore Deep caverns, and ensure the safety of those you have sworn to protect!

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Urban Wasteland
GKR Heavy Hitters Expansion
By Weta Workshop / Cryptozoic Entertainment

Transform your GKR: Heavy Hitters gameboard into an urban wasteland with a set of durable plastic buildings and decorations! The add-on pack includes:
- x10 city buildings with caps
- x12 sentry guns with rules for use during the game
- x4 corporation toppers
- x3 building spires
- x80 translucent holo-board tags
- Sticker sheet to decorate!

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3-6 players, ages 14+, 20-25+ minutes
By Action Phase Games

The six great clans each strive to have their leader be first in line to succeed the Shogun. Of course, you'll do so in a manner most, shall we say, honorable.

In Shogunate, each player is loyal to two clans. Your goal is to use your actions to manipulate the line of succession such that the leaders of your clans earn the most honor!

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2-6 players, ages 8+, 30+ minutes
By Matagot

Gather your ants in Micropolis, and send them through the anthill to do your bidding. What do you want? Fruit? Warriors? A queen? Even more ants?!

Each player starts with a central location that will be surrounded by ten tiles over the course of the game, with the tiles being connected by a series of tunnels. Over ten rounds, players draft tiles one at a time, with the player with the largest army going first. They can take the first tile in line, or place an ant on each tile they want to pass to get to something better. The tiles have various roles on them: Queens who if alone can improve their space; Nannies who give you extra ant soldiers; Architects who let you take any tile for free; Warriors who attack the first player; Generals who manage the movement of your ant soldiers; and Fruit gatherers who collect fruits, which score based on the variety you have.

Ants at the end of the game are worth one point each, and whoever has the largest army earns an additional 5 points.

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Princess Jing
2 players, ages 8+, 15-30+ minutes
By Matagot

Princess Jing is a game of bluffing for two players or two groups of players.

A palace can quickly become a maze for an escaping princess, where each mirror can either reveal a way out, or conceal a trap! It is up to her to use them at her advantage, before her guardians turn them into spying devices!

Each player moves their princess across the board, hiding her progression, while placing allies and mirrors to uncover your opponent’s princess. Escaping the palace and running off with your sweetheart will require both wits and stealth!

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Darien Apocalypse
1-4 players, ages 14+, 45-150+ minutes
By Ragnar Brothers

The Kingdom of Scotland's Darien scheme was the result of an inspired idea to found a colony on the Isthmus of Panama. Back in the late 17th century, this would have allowed goods from the Pacific to be quickly traded across the Atlantic (and vice versa), and it seemed a fortune was there for the taking. Regrettably the adventure was beset by disease, shortage of supplies, the unremitting hardships of the jungle, and the Spanish! After all, they were trying to build a trading hub right in the middle of Spain's Empire.

Darien Apocalypse is Ragnar Brothers' second Quantum game, and it features four similar but different worlds together with the four Horsemen of the Apocalypse. One world may prosper, whilst another suffers deprivation. Scots are enlisted, ships sail, lands are explored. The original Caledonians managed to build a small encampment a fort and a watch tower. So buildings feature and drive the game, providing goods to raise more capital and special abilities to help build the colony and counter the Horsemen threat.

This game can be played co-operatively or competitively. It feels like a struggle — it was a struggle!

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Exit: Dead Man on the Orient Express
1-4 players, ages 12+, 45-90+ minutes
By Kosmos

Exit: The Game – Dead Man on the Orient Express is a puzzle game modeled after escape rooms.

Starting with season 3, the Exit series is divided into difficulty levels. "Dead Man on the Orient Express" is categorized at hard level.

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Exit: The Sunken Treasure
1-4 players, ages 12+, 45-90+ minutes
By Kosmos

Exit: The Game – The Sunken Treasure is a puzzle game modeled after escape rooms.

Starting with season 3, the Exit series is divided into difficulty levels. "The Sunken Treasure" is categorized at beginners level.

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War of the 9 Realms
2-4 players, ages 8+, 45-90+ minutes
By Wotan Games

A tile based tactical skirmish game based on the Realms of Norse Mythology.
Each realm is comprised of unique Norse characters and their wondrous abilities. The game allows you to pit these against each other in a bid to claim total victory. The victors will reshape the World in their own form.

Each Realm has a choice of Heroic or Epic play styles that focus on either raw power or tactical advantage. Heroic has simple abilities but is harder hitting. Epic adds advanced abilities and lore based content. Overall the game is balanced to mix Heroic and Epic styles together. Experienced players can involve themselves in the valorous abilities and tactics of Epic and still have a balanced fight against new players learning Heroic.

Each realm has nine individual card stock figures mounted on a base. Movement and combat in the varied terrain hexes is fuelled by an Action Pool. Combat uses-twelve sided dice that can be modified with Fate Cards. The winner is either the Realm with the last ruler standing or who has filled up their Blood Cauldron up with the sanguine fluid of their enemies!

The War of the Nine Realms is a tactical skirmish game for 2-4 players, aged 10 or above. Game time is 60 minutes and the complexity is 7 ( on a scale of 1-10). Varied board layouts, Heroic and Epic play styles, alternate victory goals, combine to produce a game playable time after time.

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Guardians of Atlantis: Tabletop MOBA
4-9 players, ages 14+, 60-120+ minutes
By Wolff Designa

Guards of Atlantis: Tabletop MOBA is a competitive team-based board game inspired by computer games of the MOBA genre. In the game, each player controls a single hero and uses a hand of cards to move him around the game board, employ special abilities, and attack enemies. Defeating enemy minions earns you coins, which are used to buy levels and upgrade your hero. Your goal is to help your "minions" — units that are not directly controlled by the players — reach the enemy base and capture it.

Even though Guards of Atlantis can be played with just two players, it's more fun when two teams of players face one another as the game encourages teamwork and tactical play.

Before the game, every player chooses a hero character to play. Each hero has five cards at the start of the game, with an additional thirteen upgraded versions from which to choose when your hero gains a level. Each card is unique and can be used for a variety of different actions. The character roles are not preset and can evolve on the battlefield to better suit your strategy and counter the opponent's choices. There are no dice to roll, but playing the right card at the right moment is crucial.

The game begins with players placing their heroes and minions at predefined spots of the game board. The game is split into rounds, with each round consisting of up to four turns. Every player gets to play one card and resolve one action each turn. The cards are played face down, then revealed and resolved in order of initiative values indicated on the cards.

If at any point a team loses all of their minions in the area, the lane is "pushed", with all minions on the board moving one area closer to the opponent's base. The game continues, with each team trying to help their minions to move to the enemy base. The first team do this wins!

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Marvel Contest of Champions: Battlerealm
3-6 players, ages 12+, 45+ minutes
By Upper Deck

Choose your Champion, Enter the Contest! Inspired by the critically acclaimed mobile game, Contest of Champions: Battlerealm is a game of combat, strategy, and chance. Choose one of 13 fan-favorite Marvel champions, including Contest of Champions exclusives like Guillotine and Civil Warrior, roll the dice, and carefully allocate your ISO-8 to power up your champion and attack your opponents, travel to new locations, or activate powerful special abilities. Make every game unique in this fast-paced combat game as you battle your champions across 40 different locations!

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5 Minute Chase
2-4 players, ages 8+, 5-15+ minutes
By Boards&Dice

5 Minute Chase is an asymmetric, tile-laying game in which players use the same tiles but with different objectives and win conditions. The game is played in real time; there are no turns, and all players frantically try to place tiles or tokens. One or two players are the runner(s) who have escaped from prison and are attempting to get back to their hideout, and the other player(s) are chasers representing the detectives in pursuit.

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Nut So Fast
3-6 players, ages 8+, 20+ minutes
By Smirk & Dagger

The laugh-out-loud party game of quick reflexes.

You gotta be lightning fast, in this wildly nutty party game! Flip two cards and watch for exactly four matching nut pictures. If you see a set of four, grab the nut token with the same face, right out from under other player’s noses!

But “Nut So Fast”… if a number card appears, players will need to strike the correct Nutty Pose instead. A boisterous game of quick thinking, fast reactions and nutty poses for 3-6 players with adorable wooded nut tokens illustrated by noted web cartoonist, Chris McCoy!



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Saw’s Renegades
X-Wing Miniatures Game Expansion Pack
By Fantasy Flight Games

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TIE Reaper
X-Wing Miniatures Game Expansion Pack
By Fantasy Flight Games

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Imperial Knights: Renegade
Warhammer 40,000 Miniatures
By Games Workshop

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Runewars Miniatures Game Expansion
By Fantasy Flight Games

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Spined Threshers
Runewars Miniatures Game Expansion
By Fantasy Flight Games

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Flesh Rippers
Runewars Miniatures Game Expansion
By Fantasy Flight Games

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Barricades Pack
Star Wars: Legion Accessory
By Fantasy Flight Games

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280197-0722 Veteran Kazaks (AP HMG)
Infinity Miniature
By Corvus Belli

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280496-0720 Hassassin Ragiks (Spitfire/Hacker)
Infinity Miniatures
By Corvus Belli

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280595-0717 Tunguska Jurisdictional Command (Nomads Sectorial Starter Pack)
Infinity Miniatures
By Corvus Belli

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280730-0718 Keisotsu Butai (4)
Infinity Miniatures
By Corvus Belli

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281302-0729 Yu Jing Support Pack (4)
Infinity Miniatures
By Corvus Belli

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03879 Gon’Tarr, Orc Shaman
Dark Heaven Legends
By Reaper Miniatures

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03880 Phineas Greybone, Necromancer
Dark Heaven Legends
By Reaper Miniatures

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03881 Alec, Young Mage
Dark Heaven Legends
By Reaper Miniatures

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03882 Blighted Dryad
Dark Heaven Legends
By Reaper Miniatures

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03883 Dark Dwarf Irontongue Priest
Dark Heaven Legends
By Reaper Miniatures

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03884 Komodo Dragon
Dark Heaven Legends
By Reaper Miniatures

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03885 Dreadmere Ranger
Dark Heaven Legends
By Reaper Miniatures

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03886 Innkeeper Sophie
Dark Heaven Legends
By Reaper Miniatures



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Battle of Britain
2-4 players, ages 10+, 90-210+ minutes
By PSC Games

Battle of Britain by Richard Borg, a remastering and upgrading of the classic, much loved old TSR classic. This upgraded version takes all the brilliant mechanics and features of the original game and adds new features to give an even more exciting and satisfying gaming experience, including new streamlined dogfighting and fuel rules, ace fighter squadrons and the ability to play shorter scenarios in 1-2 hours or the full campaign game in 3-4 hours.

Take command of RAF Fighter Command, marshalling your too few fighter squadrons to protect your homeland’s cities, industrial resources, airfields and vital radar chain against the waves of Luftwaffe bombers intent on destroying them and the swarms of fighters intent on shooting the RAF out of the sky. Can you thwart the Luftwaffe’s bombing missions, tear the heart out of their bomber and fighter squadrons and survive long enough to win the game?

Take command of Luftflotte 2 and 3 in Northern France and Luftlotte 5 in Norway and use your numerous bomber squadrons, protected by your numerous fighter squadrons, to complete a number of specific bombing missions to win the game. But don’t be fooled by your starting strength! Your losses will not be replaced as the Spitfires and Hurricanes carve holes in your ranks. Your medium bombers are not really suited to mass strategic bombing and will struggle to complete their missions. Your fighter squadrons, although mainly composed of the excellent Messerschmidt 109, will struggle with fuel, not having the range and endurance to protect your bombers properly.

In addition, the Plastic Soldier Company has added its plastic miniature expertise to create some fantastic little 1/300th scale plastic airplane models.

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Hannibal and Hamilcar
2 players, ages 12+, 40-200+ minutes
By Phalanx

Hannibal & Hamilcar: Rome vs Carthage is a 20th anniversary edition of the classic Hannibal: Rome vs. Carthage, an asymmetrical card-driven game for 2 players set in the time of the epic struggle between ancient Rome and Carthage. It presents a conflict between two superpowers of Antiquity from the classical Clausewitzian perspective, according to which a power only reverts to military operations when there is no other way to achieve political dominance.

Hannibal was designed by the world-renowned Mark Simonitch. This 20th Anniversary Edition of the game includes new scenarios and variants. Certain game mechanics have been streamlined, while producing exactly the same game results as the golden classic. Hannibal has won numerous awards (including the Golden Geek Best 2-Player Board Game Award and the Golden Geek Best Wargame Award), and is currently ranked 11th in BoardGameGeek.com’s Wargame rankings.

The original rules and components were updated by Mark Simonitch and Jaro Andruszkiewicz. The development team at PHALANX has given the original game a careful, meticulous update. It is now easier and faster to play. It has received new artwork. The original game has been further enriched by the addition of two new expansions: Sun of Macedon and Price of Failure. These expansions are not Kickstarter exclusives, so they will be available as a separate products. This 20th Anniversary Edition of the game includes new scenarios and variants as well as new graphics, miniatures, new custom dice, extra cards, and a new double-sided mounted board (with the Hannibal map on one side and the Hamilcar map on the other).

Hamilcar, set during the First Punic War, is a companion game sharing components and using similar mechanics. It introduces a naval system and naval battles. Both players compete for control of the Mediterranean Sea in a conflict that will be described as the first war between an elephant and a whale - the struggle of a land-based empire versus the world’s naval power. Rome's goal was to break through the island chain of Sicily, Corsica, and Sardinia - Carthage's defensive line to contain Rome on the Italian peninsula.

In both games players use Strategy Cards for multiple purposes: moving generals, levying new troops, reinforcing existing armies, gaining political control of the provinces involved in the war, and introducing historical events. When two armies meet on the battlefield, a second set of cards, called Battle Cards, are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.

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Sun of Macedon
Hannibal and Hamilcar Expansion
By Phalanx

Philip V of Macedon* - new Carthage leader miniature & leader’s card, for HANNIBAL, plus new strategy cards: Desert March, Hidden Cove - all expanding the HANNIBAL & HAMILCAR Rome vs Carthage game (*based on the Roberto Ullfig’s Philip V scenario).

Macedonia joined the Second Punic War as an ally of Carthage. Philip V of Macedon built a fleet of 200 lemboi ships, and was ready to sail to Italy, following in the footsteps of Pyrrhus. This didn’t happen, as Rome reacted quickly with a sea blockade and inciting war in Greece, binding Filip’s hands. But this provided an opportunity for serious reinforcements for Hannibal in Italy. We had to have this as a variant! Sun of Macedon brings you a new general for the Carthaginian player and two new strategy cards, which focus on stealth movement.

Desert March: Move an army of up to 5CU between Zuccabar or Icosium and Gades. Roll for Attrition prior to arrival. Hannibal’s father Hamilcar has reached Gades overland from Carthage. Such a successful journey across hostile territory might have actually been an inspiration for Hannibal for his march over the Alps. The card allows a small army to follow Hamilcar’s footsteps.

Hidden Cove: Move an army of up to 5CU to or from Genua as if it was a port. This move is successful unless countered by a card. As we know, not every existing harbour is shown as a port in the game. And there is a good reason for that: some of them were not capable of receiving large armies. Some of them were not shown as a game design decision. Genua, however, was used twice in very specific circumstances. Mago arrived there with reinforcements and then, after few years of fighting, most probably evacuated through the same port when things become too hot to handle.

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Price of Failure
Hannibal and Hamilcar Expansion
By Phalanx

Publius Claudius Pulcher - new Roman leader miniature & leader’s card, for HAMILCAR, plus new strategy cards - Bad Omen, Price of Failure - all expanding the HAMILCAR & HAMILCAR Rome vs Carthage game.

Claudius Pulcher, a Roman consul who, after ignoring a bad omen, was responsible for the defeat at the Battle of Drepana (249 BC), in which 93 ships with their crews were lost. When the sacred chickens refused to eat, Claudius threw them into the sea, saying "Since they do not wish to eat, let them drink!" He didn’t listen to the Gods, and was punished by them seriously. Yes, in ancient times, war was a religious act - one of the most important events in a man’s life. The religious ceremonials were bloody and drastic. That is why we wanted to have a variant showing the importance of these sacred rituals. So, we have added to the HAMILCAR game a new Roman leader and two new strategy cards based on Pulcher's disaster.

Bad Omen: Play prior to Battle. Rome’s General Battle Rating is decreased by 1. This can be cancelled by an immediate Attrition Roll. This event has been inspired by two similar events. Caius Flaminius did not properly carry out the rituals after becoming a Consul and pressed for a battle, known later as Battle of Trasimene Lake. Claudius Pulcher had disregarded a bad omen prior to the battle and lost at Drepana.

Price of Failure: Play after a victorious Battle. The opposing player must either immediately remove his commanding General from the map or a number of PCs equal to his Battle Rating. Carthaginian leaders Hannibal Gisgo and Hamilcar (the other Hamilcar, not Hamilcar Barca) were removed from command after losing engagements. Well, not only removed from command but also crucified. Carthage didn’t have much sympathy for losers. Also Pulcher faced charges and was never again offered an office.

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Premium Generals
Hannibal and Hamilcar Expansion
By Phalanx

A set of 44 Leader Pawns.

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Modern War #36: Cold Start – The Next India-Pakistan War
Wargame & Magazine
By Decision Games

Cold Start: The Next India-Pakistan War (CS) is a strategic-level, two-player wargame of low-intermediate complexity that covers the campaign that could occur if the Indians decide to try for the big win over long-time opponent Pakistan. The title comes from the fact “Cold Start” is the phrase used by the Indian military to describe their officially declared policy of eschewing the first use of nuclear weapons in any future war with Pakistan. The game’s sub-systems are crafted to present a supreme-commander’s-eye-view of such a war. It’s therefore almost fully strategic in its perspective, with only the most pastel of operational and tactical undertones added to enhance its tone and texture in those regards. CS takes two experienced players only about two hours to complete, and it’s adaptable for solitaire play.



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Global Series Jiang Yanggu and Mu Yangling
Magic: The Gathering Expansion
By Wizards of the Coast

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Unite! Team Booster
Cardfight! Vanguard Expansion
By Bushiroad

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Gym Collector
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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I wish a great success for
Sandy Petersen’s Cthulhu Mythos for Pathfinder. I hope it be sold very much. Could it be translated to other languages any time?


The MOBA boardgame is actually called Guards of Atlantis and not Guardians as indicated in the description.

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