Kemet: Ta-Seti, Eclipse: Shadow of the Rift, M.U.L.E. The Board Game, Catacombs: Cavern of Soloth, Orphan Black: The Card Game, Vault Wars and Raptor
A few new ones at crunch time! The Wandering Dragon will be open from 4:00pm-9:00pm on Wednesday, 12/23 and 11:00am-3:00pm on Thursday, 12/24.
A veil of shadows has taken over the lands of Kemet. As the souls of the fighters float above the black lands of ancient Egypt, a gloomy wind provides a new inspiration for the gods of Kemet. Will you be able to master it?
Ta-Seti, the first expansion for Kemet, adds several new things to the base game:
- A new pyramid color with corresponding power tiles
- A new game phase (dawn)
- The path of the souls
- New DI cards
Players can choose which parts of the expansion to add, as each module works on its own in addition to meshing with the other modules.
Eclipse: Shadow of the Rift
The Ancient Uprising has been put down, and a fragile peace again holds in the galaxy…but suddenly, everything changes. Several new factions rise to disturb the status quo. The Unity nanomachines bend energy and matter to their will. The Shaper ships tear the spacetime fabric apart, while insignificant Octantis factions take a developmental leap after leap forward. It almost seems like the base laws of the universe no longer apply.
Eclipse: Shadow of the Rift introduces several new mechanisms to Eclipse, including Time Distortion, Evolution and Anomalies, as well as several new Rare Technologies, Developments and Discoveries. It includes two new player boards with three new different alien species from which to choose. Due to its modular design, you can use all of these additions or just some of them in any game of Eclipse according to your preferences and play style. The expansion does not require the Rise of the Ancients expansion, but is fully compatible with it.
As the shadows unfold from the rifts of spacetime, can your civilization stand unbroken?
M.U.L.E. The Board Game
M.U.L.E. was first published as a computer game in 1983. Inspired by board games, it became a breakthrough, then a classic. Now this warm-hearted game of cut-throat capitalism is finally available as a board game!
In M.U.L.E. The Board Game, you are one of the pioneering and industrious species of a Galactic Federation. Together with your fellow colonists, you attempt to settle the distant Planet Irata with the so-called help of a mule-like machine you all learn to hate. But for now, he’s all you’ve got. Well, him and your fellow colonists. I wouldn’t count on their help, though — not unless there’s profit. Good luck. You’ll need it.
In M.U.L.E. (abbreviated from “Multiple Use Labor Element”), players claim plots of land and install mechanical robots (M.U.L.E.s) to work on them. M.U.L.E.s produce goods that colonists can use, sell for profit or stockpile for (hopefully) even more profit:
– Smithore is a metal that cannot be used by players directly, but can be sold to The Store. The Store uses Smithore to manufacture M.U.L.E.s. Since players need M.U.L.E.s to produce their Goods, they must sell Smithore to increase their production.
– Crystite is a luxury mineral with a highly volatile price. It is not needed for anything on Planet Irata, but can be exported to other worlds for great profits (unless stolen by Pirates – you have been warned!)
– Food is needed by players to take Development Actions, such as Assaying Lands or Installing/Refitting M.U.L.E.s.
– Energy is needed to power M.U.L.E.s. You’ll know the value of Energy when you lack it.
There will be unexpected surpluses and shortages of different goods, causing market prices to fluctuate. Players must plan ahead while maintaining flexibility to change their plans as all kinds ”fun” planetary disasters hit them. Interaction between colonists is highly opportunistic: they will gladly help you if there’s profit in it for them. Or maybe not. You’ll get to see the true color of your friends by playing M.U.L.E. with them. The most cunning settler and trader receives fame, fortune, and the honorary title of First Founder! There is also an overall Colony Retirement score, describing how your colony succeeded (or failed) as a whole.
Catacombs: Cavern of Soloth
The Catacombs: Cavern of Soloth Expansion is an exciting add-on to the original Catacombs game. Included in the game:
– Over 40 new wooden pieces
– 4 new heroes with unique special abilities
– 4 new Catacomb Lords
– New shot types
Over 60 new cards:
– New monsters for each family
– New items including some especially for the heroes from the original Catacombs game
– New rooms and special room cards
New 1000 gold currency cards
The Cavern of Soloth expansion requires the original Catacombs game to play.
From the back of the box:
“Dwarves mining in the Scavewyrm Pit have brought back news that the mythical cavern of Soloth has been discovered. Although unexplored, it is rumoured to contain exotic weapons and treasures from the reign of Soloth, the ancient Vampire Lord of the Underworld. Furthermore, sinister acolytes labouring in a forgotten labyrinth seek to reanimate Soloth’s malevolent queen. In this expansion to the original Catacombs game, four new heroes set out to confront this impending evil and prevent disaster.”
Orphan Black: The Card Game
The television series Orphan Black introduced viewers to a world where human cloning is a hidden reality, but everyone’s motive is in question.
In Orphan Black: The Card Game, you are secretly assigned to one of three teams: the Proletheans, Neolutionists, or the Bird Watchers. The goal of the game is to influence as many clones into joining your faction as possible, while also keeping your opponents guessing as to which of the three factions you’re really working for. If you can keep other players in the dark while secretly exerting influence on your targets, you’ll come out on top.
Many heroes go forth to battle, but some never return; leaving behind their prized possessions. You’ll be part of the bidding war for the vaults they left behind to gain valuable items — each providing Gold, Victory Points or new abilities. Outbid your opponents, equip artifacts to gain new abilities and find the gear your up-and-coming heroes are looking for to be victorious in Vault Wars.
Players will take turns as an Auction Master, leading a cut-throat bidding war to selling off Vaults full of items to the other players.
- Each Vault provides a unique experience, introducing new ways for the players to bid.
- No player quite knows everything that’s in a Vault, and there’s lots of junk to fool your opponents into bidding on.
- Between auctions, players may sell off their items to gain Gold, or save them for Victory Points — paying storage fees to keep them around.
- Collect gems for massive Victory Points, Weapons to gain lots of Gold, or rare Artifacts to gain powerful abilities.
- Each player has up-and-coming heroes who are looking specific items, giving out bonus victory points (but try to keep that a secret from your opponents).
The player with the most victory points after all the auctions will be the winner!
Vault Wars is a bidding and bluffing game for 3-5 player that plays in less than an hour.
Mamma Raptor has escaped from her run and laid her eggs in the park. A team of scientists must neutralize her and capture the baby raptors before they run wild into the forest.
Raptor is a card driven boardgame with tactical play and some double guessing. Players use their cards to move their pawns (scientists on one side, Mother and baby raptors on the other) on the board. Every round, the player who played the lowest ranked card can use the corresponding action, while his opponent has movement / attack points equal to the difference between the two cards values. The scientists can use fire, can move by jeep on the tracks, and can even call for reinforcements, while the mamma raptor can hide in the bushes, yell to frighten the scientists, and call for her babies.