New Hobby Releases In Stores & PDF Spotlight: 19th March 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.


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Rivendell Region Guide
Adventures in Middle-earth 5E
By Cubicle 7 Entertainment

The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between.

There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.

This 144-page, full-colour, supplement includes:

• Background for the Last Homely House, Rivendell, the sanctuary of Imladris.
• Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.
• New Fellowship undertakings.
• A history of Arnor, Angmar and the Rangers of the North.
• A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.
• New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.
• A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.
• Rules for powerful adversaries, allowing you to customise any monster to provide a challenge for even the most heroic of adventurers.
• A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.
• Rules for adding Magical Treasure to your campaign, including dozens of ready-made artefacts, some famous, others less so.
• A new playable Heroic Culture: the High Elves of Rivendell.

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Midgard Heroes Handbook
5th Edition Supplement
By Kobold Press

The Flame of Heroes Brings Light to a Dark World!

Welcome to a world of dark roads and deep magic, where you can match wits with Baba Yaga, set sail for uncharted islands with minotaur corsairs, and face the fury of the giants in the icy north!

The Midgard Heroes Handbook for 5th Edition has everything you need to create a character for a 5th edition Midgard campaign, including full details on 11 new races and 4 variants on standard races. Roll up a trollkin barbarian, a ravenfolk fighter, a kobold rogue, and more.

You also get:​

  • [*=center]more than 48 new class options, including new bard colleges and paladin oaths
    [*=center]martial, ranger, and rogue archetypes—and new weapons and gear
    [*=center]a new druid circle and a dozen new cleric domains including Beer, Justice, and Moon domains
    [*=center]sorcerous bloodlines, new warlock pacts, and strange arcane traditions
    [*=center]20 backgrounds from the Southlands to the distant North,
    [*=center]And nearly 300 new spells from the fan-favorite Deep Magic series, including shadow magic, clockwork magic, battle magic, rune magic and more!

The shadow roads are open, and the World Serpent stirs in its sleep. Adventure awaits the bold!

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Heavy Metal Thunder Mouse
Core Rulebook (FATE)
By Shoreless Skies Publishing

Heavy Metal Thunder Mouse is the tabletop roleplaying game of mice and their motorcycle clubs!

You and your friends make your mice, found your club, and hit the streets. These are mice with the gusto to build their own motorcycles and set off into an intimidating world where they are outsized, but never outclassed.

HMTM uses the rules of Fate to tell stories about the drama of city mice and their motorcycle clubs. It's an RPG that works best with 2-5 players (plus the GM). It's fit for episodic play (sessions last about 3-4 hours) and epic campaigns!

Your stories are set in Thunder City, USA. For small creatures existing in a place which doesn’t belong to them, these stories will be filled with the drama of their lives, and the trouble, both inside and outside, of a biker gang. Will your gang be Robin Hood-like doers of good, springing cheese from unwatched refrigerators and delivering it to needy widows, or will you be thugs and thieves exploiting the weak? Your mouse, your bike, and your gang all belong to you and the stories you tell at your table.

Throw on your cut, have a nibble of cheese, and fire up the engines.

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Naval Combat = Running Sea Encounters for Ships & Monsters
5th Edition Supplement
By Tribality Publishing

Batten Down the Hatches!

Are you looking to run exciting, fast paced naval encounters where all your players have something to do each turn? Do you want to run cinematic sea battles between ships and terrify your players with sea monster attacks?

I wrote this guide after running a weekly seafaring campaign for 5th edition for over a year. NAVAL ENCOUNTERS provides GMs with rules, ideas, and examples for running combat and other scenarios at sea for your 5th edition game. Whether you are looking for rules to run an encounter between ships, naval combat roles to give to each of your players, or ideas on how to handle a sea monster attack, this guide is the answer.

Product Information

This product will allow you to provide your players with additional player character options and equipment for your pirate themed world:​

  • [*=center]Rules for running lightweight naval encounters
    [*=center]Example combat encounters
    [*=center]Shipboard roles for your Captain, Master Gunner, Ship's Surgeon and other officers
    [*=center]Stats for guns, cannons and ships

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Clink RPG
Core Rulebook
By Sigil Stone Publishing

An RPG of Mysterious Drifters and Risky Coin Flips

A non-linear, coin-based story game focusing on shady drifters who lead a dramatic, nomadic, dangerous life

Clink is a tabletop RPG about drifters, the creeds that bring them together, and the history that drives them apart. Tell a story inspired by spaghetti westerns, ronin tales, and shows like Firefly or Supernatural.

Whether you're taking down the Crimson Dusk gang, uncovering the Oracle's mysterious treasure, or saving your partner from the lawbot's gallows, you'll have to expose the secrets of your past to overcome the dangers of the present.

Clink tells a non-linear story, crisscrossing between your characters' flashbacks and the risky business of the day. It's a flexible system that can support nearly any setting, so long as there's room for folks who aim to misbehave (six-shooters and door-kickin's encouraged too).

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The Dragon’s Hoard: Wondrous Items
Pathfinder Supplement
By Flaming Crab Games

Welcome, adventurer, to the Dragon’s Hoard. Within you will find an assortment of magic items lovingly crafted by two dozen designers, including both budding and established writers. Perhaps not every dragon would have each of these items, but a weird dragon that likes magic muddy boots and self writing quills should.


Always desired a battle beard made of flames? Oh, haven't we all! We've got your chin covered with the burning beard!

Need to impersonate the king but you're terrible at voices? Don't worry, the choker of mimicry will save your neck!

Need a prehensile tail to hold your beer when you get in that inevitable tavern brawl in session 1? Grab yourself the, erm, fuzzy elf's tail! (Not really sure why it's called that, to be honest)

Do you hate the undead but are into dead cats? The mummified cat ensures that no undead come crawling out of the ground at night!

And if those don't suit you, there are over 100 wondrous items to discover within!

This PDF is brought to you by the feat Craft Wondrous Item.

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MapSmyth: Modular Dungeon Maps – Wilderland Caves
Maps for D&D, Pathfinder and other games
By LoreSmyth

modular dungeon tile sets are the next level in D&D battle maps. Building your own stunning maps is easy and fun. Incredibly detailed and HD quality digital tiles. Perfect for use in Roll20, thanks to our seamless grid system. Now you are the designer!

What adventures await in the uncharted depths of wilderness? Create your own stunning dungeon battle maps, with this detailed set of HD map tiles. This pack contains everything you need to create lush, labyrinthine tunnels and caverns to explore.

The Wilderland Caves set is perfect to create natural looking underground dungeons. It includes richly detailed modular tiles, such as tunnels and caves, ravines and decorations such as stacks of crates, trees, and campsites.
- 60 HD detailed modular tiles
- Photorealistic imagery
- Optimized for Roll20 grid
- Compatible with other MapSmyth sets (transition)

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101 Desert Spells
Pathfinder Supplement
By Rite Publishing

Fear the Desert No More!

101 Desert Spells gives players and GMs scores of thirst-quenching new spells. From the endless expanse of frozen tundra to the sunbaked hills of ever-shifting sand, characters somehow keep finding themselves in inhospitable and dry environments. In addition to traditional deserts, this volume explores other deserted places characters explore, from abandoned mines to ghost towns and more.

Everyone who’s spent time in these places knows there’s more there than meets the eye. How do the sand-dwelling critters manage to stay alive in the scorching heat? What lairs beneath the arctic sheet? What other than ghosts is causing bumps and creaks in the abandoned house? In a world full of magic, what spells and powers have these beings uncovered and how might your characters make use of that power?

Entirely compatible with the Pathfinder Roleplaying Game, 101 Desert Spells expands the spell lists of casters in the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Advanced Class Guide, the Pathfinder Roleplaying Game Advanced Player’s Guide and Pathfinder Roleplaying Game Ultimate Magic.

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Starfarer 2250
BRP Setting & Rulebook
By Kira Publications

Starfarer 2250 is the science fiction roleplaying ruleset for the Starguard game universe. Using Chaosium Inc.'s Basic RolePlaying system (BRP), it allows for any type of character creation that players can imagine. In addition to the 88-page rulebook, the 20-page introductory adventure module R1 'Mystery at New Zenith' is also included with purchase.

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Campaign Notebook
Systemless Accessory
By Severed Books

  • [*=center]FOR PLAYERS: Are you a player that likes to take detailed notes of the great campaign your GM is running? Do you like to write down key NPC names or make sure you know the nuances of your spells? Maybe you want a cool documentation of the amazing time you're having with your friends.
    [*=center]FOR CREATORS: Are you writing a campaign and need an organized notebook? Any world builder needs a strong outline to create a large and vibrant environment. This will be the one place you can brainstorm, sketch, and flesh out your campaign.
    [*=center]FOR LEGACY: Are you a parent or friend that wants to get your child or friend into tabletop roleplaying? This notebook can spark their imagination and encourage them to join in.
    [*=center]FOR DRAWING: Do you like to draw while you're playing? There's plenty of room for that here too.

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The World of Greyhawk (1e)
Advanced Dungeons & Dragons 1st Edition Setting
By Wizards of the Coast

So the players have been complaining that the campaign is too dull, eh? Not enough detail? Why is this country at war with its neighbors? How can trade routes exist with all those wandering monsters? Most importantly, why do all of those unsacked, unlooted dungeons and ruins stand so close to the one big city all of the adventurers in the world hail from?

Rejoice, Dungeon Masters, and relax! All of these questions can be answered by following the example of the volume in your hands. The World of Greyhawk is here, and is suitable for use as the backdrop of a new campaign without changes; or, as an alternative, city, country or geographical descriptions can be used to fill in details for existing campaigns.

The World of Greyhawk is in the form of a gazetteer written by a historian native to the region, and as such includes the calendar systems used by the peoples of Oerth, a history of the major nations over the last thousand years, a discussion of climate in the different regions of the world, and even an appendix listing many runes and symbols (and their meanings) which are found in ancient and magical writings.



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The Journey to Norumbega
Colonial Gothic Adventure
By Rogue Games

1559: a time of discovery and exploration.

In the New World, an ancient power sleeps, awaiting the stars to align in order to rise again.

Are you Ready?

It has been 500 years since the Old World last had contact with Norumbega. Is it a city of magic and gold, or of terror and death? The time has come, the stars have aligned, and a new cycle begins.


Almost 50 years before the founding of Popham, and 30 years before Roanoke, the New World remains a vast place of mystery. No one knows what this land hides, or who—or what—waits in the shadows watching and hunting. There is a dark power that sleeps here, and its awakening will set great and terrible events in motion.

What you learn there may be something you wish you never knew.

Assuming, that is, you survive your journey to the New World to discover it…

Michael LaMonica, author of French Revolutions for Beginners and The Ultimate Age of Discovery Guide: Renaissance France, brings the young New World to life in a time and place not usually depicted in roleplaying games. Focusing on early modern French Atlantic history, well before the American Revolution, this mega-adventure focuses on locations and legends you are not likely to have ever experienced.


The Journey to Norumbega includes everything you will need to run this pulse-pounding epic adventure. The action does not stop here, however, as plenty of material is provided for you to continue adventuring in the pre-colonial period of Colonial Gothic, and to create your own mysteries in the New World.

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The Vampire’s Codex Rulebook
Core Rulebook
By 5th Epoch Publishing

Contains everything you need to begin your journey among the God-Cursed. Rules from character creation, campaign design, conflict, and use of supernatural powers. Flled with richly-detailed setting material of the history, culture, nature, and myth of the vampire.

With a rich setting and history all its own, The Vampire’s Codex is a truly unique, modern, and provocative entry into the vampire genre. The realm of gothic modern roleplaying will never be the same.

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Stalkers In The Night
The Vampire’s Codex Adventure
By 5th Epoch Publishing

An excellent way to introduce your group to the world of The Vampire’s Codex, Stalkers In The Night, is an Adventure Starter designed for a group of fledgling vampires who must work together against a threat to their new unlife – a group of mortals threatening to unmask the God-Cursed. Stalkers In The Night contains all the source material, statistics and guidance suitable for experienced and first-time GMs alike.

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Awaken RPG
Core Rulebook
By The Games Collective

Become a Vasall in Awaken, join the world of battles against the darkness, political struggles and discover the price of retaining humanity in the ruthless world!

Awaken is a tabletop roleplaying game set in a dark, war-ravaged fantasy world heavily influenced by Slavic and Mediterranean folklore, where the forgotten mythologies have resurfaced as Vasalli, powerful humans gifted with abilities capable of changing the course of history.

Inside the Awaken rulebook you’ll find:​

  • [*=center]A dark, war-ravaged fantasy universe influenced by Slavic and Mediterranean folklore.
    [*=center]A complete game system with intuitive and light rules, which help you tell a story rather than burden you down.
    [*=center]Streamlined rules for Character creation and guidelines for
    Narrators, including examples of antagonists.
    [*=center]A Story suitable for venturing into
    the world of Awaken.

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Cabinet of Curiosities - A Sourcebook of Magic & Technology
Clockwork – Dominion Sourcebook
By Reliquary Game Studios

The Cabinet of Curiosities is a collection of magic, technology, combat techniques, and other items of interest for use with the Clockwork Roleplaying Game. Those seeking mystical knowledge will find more spells, magical traditions, a guide to astral travel, and the dark art of sorcery. Technophiles will discover more weapons, rules for vehicular combat, mechanical marvels, new functions for item creation, and a history of both the most amazing inventions of the century and the prodigies and madmen who created them. Every fine gentleman and lady will find more character options, expanded conflict rules, and new ways to adventure in the Clockwork.



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Dark Souls The Card Game
1-4 players, ages 12+, 45-60+ minutes
By Steamforged Games

Dark Souls: The Card Game is a cooperative deck evolution card game for 1-4 players. Players must explore the Encounters around them, defeating a myriad of enemies to gain Souls and Treasure.

They must use these to evolve and adapt their deck to better fight their enemies. When the players are ready, they must challenge the powerful bosses that lie within.

The players must walk a narrow path, however, since their decks allow them to attack their enemies, but also represent their health. Decks are only refreshed when the players rest at the bonfire, so players must defeat their enemies while husbanding their strength for the greater challenges ahead.

Thinking quickly and adapting to the enemy’s attacks is key for survival. A misstep can be fatal, but the rewards of success are great. Adapt your deck, evolve your strategy, and prepare to die.

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Dim Carcosa Mythos Pack
Arkham Horror LCG Expansion
By Fantasy Flight Games

Dim Carcosa is the sixth and final Mythos Pack in the "Path to Carcosa" cycle for Arkham Horror: The Card Game.

Your investigation into the mysterious play The King in Yellow has led you across the globe and brought you to the edge of madness. Now, in the final act of the Path to Carcosa you travel beyond the cosmos to a world a place beyond all imagining. Before you lies a warped, alien city. Its twisting streets and aberrant architecture have no semblance of order or structure. In the distance, a murky lake reflects the glare of two suns. This is Carcosa – the realm of madness in the stars, where Hastur reigns supreme.

All shall be revealed when you travel to Dim Carcosa, meaning that the locations in this scenario have no unrevealed side. Instead, their reverse sides bear story cards to push your plotlines forward to their final curtain. In this lost realm, insanity is inevitable. But even with your mind fractured and broken, your investigation does not end here. In Dim Carcosa, you are not defeated when you have horror equal to or greater than your sanity. Instead, you journey on, facing impossible odds in the hopes to return home alive.

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Carlton House & Queen’s Park (Sherlock Holmes: Consulting Detective )
1-8 players, ages 12+, 90+ minutes
By Asmodee

Welcome to the Carlton House. Enjoy the luxury and solve the murders! How about a stroll in beautiful Queen's Park? Beware dogs and the occasional crime scene…

Return to the streets of Victorian London, but also venture into brand new locations in the latest installment in the Sherlock Holmes Consulting Detectiveline: Carlton House & Queen's Park! Like the previously released The Thames Murders and Other Cases, Carlton House & Queen's Park introduces ten exciting cases, each one drawing players deep into the world of Sherlock Holmes. Among these cases includes two classic, long out-of-print expansions which are now revised and updated. Whether you're playing solo or with up to eight possible players, you need your wits about you to solve the cases and beat Holmes himself!

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Adventure Pack 1: Cult of the Death Knight
Escape the Dark Castle Expansion
By Themeborne

Welcome prisoner, to a new era of The Dark Castle. The Death Knight has risen to prominence, his dark cult bringing new danger to the castle, his deadly curses plaguing those who seek to escape...

Cult of the Death Knight is an expansion pack for Escape the Dark Castle, introducing new rules and content to expand and deepen your adventures. Along with a new boss, chapters and curse cards, this pack introduces 3 new playable characters: the Bishop, Hunter, and Mason. The new prisoners are all specialists in one particular area: The Mason’s might knows no bounds, the Hunter can be counted on for cunning, and the Bishop is well-known for his wisdom.

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Tokaido 5th Anniversary Edition
2-5 players, ages 8+, 45+ minutes
By Funforge

Discover the new edition of Tokaido, celebrating the 5th Anniversary of this legendary classic game. This edition includes new box artwork, new card designs, new player boards, a redesigned game board, new meeples, new panorama cards, etc.

In Tokaido, players are travelers crossing the East Sea Road in a quest of discoveries and natural marvels.

Each traveler will get several opportunities to stop by stations all along the road in which he will be able to purchase souvenirs, meet new people, make donations to the shrines, taste local cuisine specialties, bath in hot springs or even paint sumptuous vistas.

Players will move in a simple order starting from the farthest to the closest one from the arrival, which will lead them to chose their moves wisely not to go too fast but also not to go too slowly.

The player order will change all the time, and as the places are more than limited in each station, travelers will have to face a permanent dilemma.
All the collections and points of the players will be permanently known and visible by everyone.

You will have to decipher everyone’s strategies and anticipate each moves, choosing either to act for your own interests or to thwart other’s ones…

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Gangster City
1-6 players, ages 10+,
By Huch!

Can you solve the cases presented to you in Gangster City, preferably before the other detectives do so and show you up? The game includes a deck of 54 case cards, and each case card identifies elements about the case that you must discover; specifically, each case card indicates the suspect's profession (entertainer, scientist, thug), choice of weapon (revolver, knife, syringe), scene of the crime (theater, street, hotel room), and motive (money, love).

At the start of the game, each player takes a card at random and faces it away from themselves in a plastic stand. Three cards are revealed face up. On a turn, you can either take a face-up card or the top card from the deck, or you can attempt to guess your suspect's characteristics. When you take a card, you hold it up next to your case card, then the other players tell you how many characteristics they have in common. You then place this card in front of you, rotating it so that the number on the outer edge of the card shows how many characteristics they share (0-3).

When you guess, if you're correct, you discard the case card and place a new one in the stand; if you're wrong, you continue the game as normal next turn. The first player to correctly solve two cases wins!

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2-4 players, ages 10+, 40+ minutes
By Huch!

The treasures sparkle and glitter temptingly, so everyone wants to capture as much as possible from the treasure cave — but to do this the players must first find their way to the treasure! In the trick-taking card game Djinn, every captured trick shows the way to treasure, but the djinn can unexpectedly intervene in the action. Who can enter the famous treasure cave first?

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Fat Fish
2-6 players, ages 8+, 20+ minutes
By Huch!

Fishermen fish for fresh, fat, and colorful fish — and if you feel like it, you can join in! In Fat Fish, each player is out to find fat fish of different colors. The fatter the fish, the bigger the haul, and the more colorful the catch is, the more successful the fisherman will be. The player who fishes fabulously and secures the most valuable haul prevails over the other players and wins the game.

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2-4 players, ages 8+, 30+ minutes
By Matagot

Time for an underwater game of cat-and-mouse, with each of the two teams in Sonar competing to be the first to deal two points of damage to the other. Do that, and you win the game instantly.

In detail, Sonar includes four pairs of maps, and each team takes the same maps in their color. A team can be one or two players, and with two players on a team, each player takes a different role: Captain or Radio Operator. (A one--person team handles both roles.) A divider separates the teams, and each Captain marks their starting location on the map.

On a turn, the Captain calls out an action, typically moving their sub one space north, south, east, or west. When they do this, they call out a direction, mark their new location, and add one energy to their ship's register. The Radio Operator on the other team notes the movement of this sub on a plastic sheet, and through deduction and trial-and-error tries to determine exactly where the opposing sub might be on the map.

Instead of a moving, a Captain can also:​

  • [*=center]Use sonar: Erase two energy from your register; the opposing team must reveal their row or column.
    [*=center]Go silent: Erase three energy from your register; move your sub, but don't gain energy and don't tell the opponents which direction you're moving.
    [*=center]Fire a torpedo: Erase four energy from your register; call out coordinates in your quadrant (e.g., F6); if the opponents are on that space, they take a point of damage.
    [*=center]Surface: Announce your location to the opposing team, then erase your previous path on your map; you can't cross your own path during the game, so sometimes you need to surface in order not to box yourself in.

You can have at most four energy in reserve, so you need to manage movement and the other actions carefully so that you'll be able to fire at the opponents once you know where they are — ideally without being torpedoed in response!

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Entropy: Worlds Collide
2-4 players, ages 12+, 10-40+ minutes
By Rule & Make

Entropy: Worlds Collide is a competitive card game of risk, deception and action management for 2 to 4 players.

The game is a remake of its predecessor, Entropy.

Multiple parallel worlds have collided and you play as one of six characters jettisoned from their world into a place called the Nexus. Each character's world has been shattered into four separate shards that when pieced together forms a complete panoramic vista of their world.

Through the use of unique character abilities and special actions, players must find shards of their reality and be the first to piece them back together in order to save their world and return home.

Each turn, players select a single action from the six they have available, keeping it hidden from their opponents. All players then reveal their chosen action at the same time.

Playing the best action at the right time won't be easy. Should two or more players select the same action, a "Clash" occurs and none of those players will be able to perform their action.

Take risks, deceive and outwit your opponents to save your world, and earn your right to return home.

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Bag O’ Brains
Zombies!!!! Expansion
By Twilight Creations

25 plastic brain counters.



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Star Wars: Legion Core Set
2 players, ages 14+, 2-3 hours
By Fantasy Flight Games

Warfare is an inescapable part of the Star Wars universe, from the Rebel Alliance's defeat in the Battle of Hoth to a few elite Rebel strike teams taking on a legion of stormtroopers on the Forest Moon of Endor. You can seize your chance to get your boots on the ground and lead your troops to victory with Star Wars: Legion, a miniatures game of thrilling infantry battles in the Star Wars universe!

Star Wars: Legion invites you to enter the ground battles of the Galactic Civil War as the commander of a unique army of miniatures filled with troopers, powerful ground or repulsor vehicles, and iconic characters like Darth Vader or Luke Skywalker. While innovative mechanics for command and control simulate the fog of war and the chaos of battle, the game’s unpainted, easily assembled minis give you a canvas to create the Star Wars army you’ve always wanted to lead into battle — whether you fight for the monolithic, oppressive Galactic Empire or the ragtag Rebel Alliance.

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AT-RT Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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Rebel Troopers Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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74-Z Speeder Bikes Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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Stormtroopers Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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AT-ST Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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T-47 Airspeeder Unit
Star Wars: Legion Expansion
By Fantasy Flight Games

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Dice Pack
Star Wars: Legion Accessory
By Fantasy Flight Games

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Movement Tools and Range Ruler Pack
Star Wars: Legion Accessory
By Fantasy Flight Games



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Empires & Alliances – World War One Across Europe
1-4 players
By Compass Games

Empires and Alliances is a strategic level simulation of the First World War. Players command the Central Powers and Allied forces that fought in Europe from 1914 to 1918. The map runs from the French Atlantic ports to Moscow and Rostov in the east. It includes St. Petersburg in the north and Italy and Greece (and the portion of the Ottoman Empire that encompasses modern day Turkey) in the south. There are off-board Boxes for the Caucasus and the Middle East.

The basic unit is the corps with a few divisions. The armies set up in their historical mobilization sectors.

There is a 1914 scenario which is played on all fronts. The Germans have to contend with a Russian advance as well as concentrating on the French. There is a nine-turn 1918 scenario where the Germans need to try to win quickly before American reinforcements overwhelm them. This scenario introduces tanks, stosstruppen, and air units. Then there is the four-year Campaign Game. Barring a quick victory in 1914, both players settle in for a war of attrition to exhaust their opponent.

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Chariots of Rome
2-8 players, ages 13+, 45-120+ minutes
By Victory Point Games

Rome, 10 BC: Caesar Augustus has erected a mighty obelisk in the center of the Circus Maximus in tribute to his conquest of Egypt. Banners of the Red, White, Green, and Blue factions wave in the stands as the fans cheer on their favorite drivers and teams. Soon, the thunder of numerous quadriga, four-horse-drawn chariots, will roar as they race at breakneck speeds. Only the whims of the gods and the skill of the drivers, or aurigae, will determine the victor.

Chariots of Rome is a competitive, chariot-racing board game for 2 to 8 cunning drivers set in ancient Rome's grand stadium, the Circus Maximus. Each player controls a unique charioteer competing on the giant track for two or more laps. You can also play with up to four teams of two chariots, each representing a different Roman faction.

But there is more to winning the laurel wreath of victory than just handling dangerous corners! Charioteers can whip and ram their opponents to hinder them during the race (to the crowd’s delight). The gods are watching, too, along with the tens of thousands in the crowd, and they may be inclined to influence the race in their favor!

So strap yourself into your chariot, ready your whip, and pay tribute to Caesar in Chariots of Rome!



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Spring 2018 Collector Chest
Pokemon TCG Expansion
By Pokemon

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Extreme Force Special Edition
Yu-Gi-Oh! TCG
By Konami

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XII Starter
Final Fantasy TCG Expansion
By Square Enix

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XIII Starter
Final Fantasy TCG Expansion
By Square Enix

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XIV Starter
Final Fantasy TCG Expansion
By Square Enix

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Opus 5
Final Fantasy TCG Expansion
By Square Enix

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X-Booster Pack Alternative Vol. 4: New World Chaos Booster
Future Card Buddyfight TCG Expansion
By Bushiroad

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

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

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I purchased the first couple of book from Cubicle 7 for 5e Middle-earth and after seeing the link above, ordered the 4 I missed and preorder the other 2. Thanks for the reminder!


Out of curiosity, does anyone know the stats for the high elves of Rivendell?

+2 wis, +1 to two others. They get most typical elf things plus a few more things: can see invisible creatures, proficiency to corruption, immune to frightened from undead, they always convert a point of temporary shadow to permanent shadow when healing corruption (before the normal stuff), weapon profs, prof in artisan tool.

I haven't seen my local game store carry much middle-earth stuff other than the first 2 books. Impulse Amazon buy from my hotel room when I ordered after seeing the weekly post on new stuff. Probably could have waited when I got home in 3 weeks since I won't be there when it arrive anyway.

I haven't seen my local game store carry much middle-earth stuff other than the first 2 books. Impulse Amazon buy from my hotel room when I ordered after seeing the weekly post on new stuff. Probably could have waited when I got home in 3 weeks since I won't be there when it arrive anyway.

Physical copies of Rivendell for AiME won't be out for a while anyway. It was just put up for pre-order by C7 last week. It is in this article because the pdf for it is available now with your pre-order. If you ordered from Amazon, you may want to make sure it was not the TOR version of the book that you bought.

Thanks for the heads up! It was the 5e version for 2 of the books with releases later this year. The others were books already released that Amazon shipped today.

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