Ticket To Ride: United Kingdom, Fuse, Clockwork Wars, Clockwork Wars: Sentience, Mage Wars: Academy, Neanderthal and Car Wars: Arenas
Ticket to Ride Map Collection 5: United Kingdom/Philadelphia
Place the first rails of the glorious train adventure that all started in the United Kingdom of Great Britain and Ireland in the 19th century. Learn to master the power of steam to build trains that go faster and farther, develop your technologies, and reach the far cities of Scotland and Ireland before your opponents!
Also includes the Pennsylvania map – in a state full of railroad history, invest in the most profitable companies to develop your rail network. But do not let your opponents outbid you, or you risk losing the benefits of your investments!
Intruders have made their way onto your ship, and their goal is total destruction! More than twenty bombs have been detected onboard, and the countdown has begun. Your elite Bomb Defusal Team (BDT) has been called upon to neutralize the threat. Does your team have what it takes to work through the intricacies of the bombs and defuse them all in time?
FUSE is a real-time co-operative game that employs 25 dice and 76 cards. Each game is set to a ten minute timer, and players must work together in that ten minutes to defuse all of the bombs. Each bomb is represented by a card which needs a certain combination of dice in order to defuse it. A player will draw a number of dice equal to the number of players out of a bag and roll them. Players must then decide who will get which dice, but each player must take one and only one.
It’s a simple task: maximize the potential of your dice between all of the players. The problem is you only have ten minutes, and there are more than 20 bombs on your ship. You don’t have time to think through every option. You barely have time to yell at Grandma as she reaches for that red die you need. This game will self destruct in 10 minutes…..
Clockwork Wars is an epic board game of conquest, discovery, and espionage from Eagle-Gryphon Games. In Clockwork Wars, 2-4 players command a unique race of creatures in a tense war set in an alternate universe where magic and steam-era technology collide. Take control of the human “Purebreeds”, or one of three hybrid races (Troglodytes, Rhinochs, and Mongrels). Your goal is to vanquish your foes and accumulate the most victory points through seven turns of play. You earn points by fighting for control of territories that contain valuable natural resources. To win these battles, you need manpower gained by seizing villages and developing them into cities. Invest in research and discover astonishing new technologies, like magical Golems, an Analytical Engine, and the wondrous Spire of the Gods. Position your troops, research powerful discoveries, employ espionage, and conquer your enemies to win the game!
Clockwork Wars features:
- A modular map composed of hexagonal tiles and nine territory types (including manufactories, sorcerer’s towers, and citadels) that allows for infinite replayability.
- Four different races to choose from, each with its own unique units.
- Hidden and simultaneous unit deployment that provides constant tension.
- Short turns packed with tough decisions.
- Simple, diceless combat resolution.
- A card-based espionage system.
- A unique “technology tree” that is different for every game. Research discoveries in one of three different disciplines: Sorcery, Science, and Religion.
- Light civilization-building mechanisms, as players upgrade villages into cities and research discoveries through three successive, historical ages.
- Rules for both “free-for-all” play, as well as an official 2 vs. 2 team variant
Clockwork Wars: Sentience Expansion
Sentience is an expansion for Clockwork Wars, an epic board game of conquest, discovery, and espionage from Eagle Games. It adds a number of new Discovery and Espionage cards, a new Court, more hexagonal tiles to make even larger and more varied maps, 2 new Territory types (the Observatory and Nexus), and a fifth race: the Inventions. This now allows for 5-player games.
The civil war between the Purebreeds, Mongrels, Troglodtyes, and Rhinochs has raged for what seems like ages. Amidst this endless chaos, the races struggle for any advantage that will turn the tides of war. Recently, some Mongrel scouts happened upon a gaping chasm of magical energy deep beneath the surface of the earth. Technowizards from across the land swiftly converged upon this newly christened “nexus” and set about harnessing its power. Meanwhile, scientists and priests have constructed magnificent observatories to study the heavens, and the mysteries revealed therein have been both startling and profitable.
But by far the most significant turn of events has been the emergence of a new race – the autonomous, thinking machines known as the Inventions. Some suspect the first Invention was created by Sir Erasmus Paniscus, the brilliant Troglodyte engineer. They have rapidly multiplied since their origin, due to their miraculous ability to build new Inventions in their astonishing magical workshops. For reasons unclear, they possess a profound, almost mystical love of the natural world, and have chosen to shape themselves primarily in the forms of insects, spiders, and beetles. They are a young race, exhibiting an innocent naivety of their immense potential and power. But they understand that they must defend themselves in this time of war if they wish to survive as a free, sentient race.
Mage Wars: Academy
Mage Wars Academy features gameplay similar to Mage Wars Arena (née Mage Wars) with two mages in head-to-head combat to see who will be victorious.
Mage Wars Academy is a two-player starter set that features two mages, two spellbooks, and a new “boardless” gameplay design that’s more portable and fast-playing than Mage Wars Arena. All of the spell cards included in Academy are compatible with those in Arena.
It’s 43,000 BC in Ice Age Europe, the dawn of modern man. In Neanderthal, you are one of three human species: Archaic, Neanderthal, or Cro-Magnon. Assign your males to hunt Pleistocene megafauna, but try to avoid being eaten by predators. Assign your women for teaching your children vocabulary, leading to cognitive fluidity in the next generation and to a tribalistic culture. Specialize your elders for fire, war, big game, inventions, or animal domestications. Choose between three mating strategies: promiscuous, harems, or pair bonding. Victory depends on which strategy you choose, and may include your hunters, elders, women, vocabulary, trophies, inventions, or domesticated animals.
At this point, the players have developed to the point where the companion game Greenland begins, so you can flow one game into another seamlessly.
Car Wars: Arenas
You’ve got to beat the best — and that means taking to the many different autodueling arenas across the Car Wars world and testing yourself under all kinds of conditions.
Car Wars Arenas gives hardcore autoduelists more exciting locations to showcase their skills and blow away their opponents. The boxed set contains five one-sided 22″ x 34″ arena maps and a booklet detailing the special features of each arena. The rules will also cover revised versions of popular variants like corporate team dueling, an AADA pro circuit, and more.
The arena designs in Car Wars Arenas have appeared in various Car Wars supplements (including the Car Wars Arena Book and The AADA Duel Circuit: L’Outrance), but only as scaled-down maps. In this set, they come out of the box ready to play in full Car Wars Classic scale.