Dust Adventures RPG, Dragon Tides, World of Yo-Ho, Mexica, Clacks: A Discworld Board Game , One Night: Vampire, No Retreat: Italian Front and Martial Arts: The Card Game
DUST Adventures RPG
DUST Adventures RPG is a rules-light exciting roleplaying game set in Paolo Parente’s DUST Universe and inspired by the epic tales arising from the DUST Tactics miniatures game.
From the mind of Paolo Parente comes the world of Dust. Another Earth. A different 1947. The Second World War has raged for nearly a decade and its grip has spread to every continent on the planet. War has advanced swiftly and strangely in the Dust universe through the application of Alien VK technology — a limitless source of energy in its simplest form, and an unthinkable weapon in the wrong hands. Tanks have evolved into powerful combat walkers and rocket troops take to the skies. The latest laser cannons, phasers, and Tesla weapons rule the battlefield.
Players will be able to bring their favourite figures from DUST Tactics and DUST Warfare into the roleplaying game and conversion rules will let them take their heroes into the tabletop miniatures game. Simple NPC outlines will let you drop any of your tabletop opponents right in to the game with minimal preparation, and get on with the adventure!
The core book features:
– Lots of never-before-seen information on the DUST universe
– Full roleplaying rules including simple character generation for classic archetypes such as soldiers, adventurers and scientists
– Guidance on how to run exciting roleplaying adventures in the DUST universe
– Details of new and existing organisations that the players can be working for or facing in the field
– How to use vehicles and walkers in your games
– Tons of plot seeds and much more
– Introductory Adventure, the prequel to Operation Apocalypse!
– Use your DUST miniatures in the roleplaying game (not required)
World of Yo-Ho
World of Yo-Ho is a fantasy game of adventure and piracy on the high seas, combining the tangible elements of a board game with the interactive mechanics of a video game. The game features a board with a gridded map of the world of Yo-Ho and a downloadable app that turns your smartphone into a ship. Simply place your phone on the map and set sail for adventure!
Become the most famous captain of Yo-Ho, a parallel world teeming with intelligent animals, lost islands, and wild magic! In search of fame and fortune, you will explore the mysteries of Yo-Ho and battle sea monsters and other booty hungry corsairs in tactical naval engagements. Fill your holds with plunder you can use to upgrade your boat and acquire useful items and more powerful weaponry. Stock up on swag and fly your colors high.
You’re the master of your own destiny: Will you be a bloodthirsty swashbuckler, brazenly hoisting the Jolly Roger as you plunder all those you cross? Or will you choose to stand as defender of the innocent and a peaceful merchant? Whatever your freebooting predilection may be, the stage is set and you will play a vital role in the saga of Yo-Ho, if you are but bold enough…
Martial Arts: The Card Game
Martial Arts: The Card Game is a deck-building game that uses actual martial art techniques and philosophies in creating a unique first-person experience in your card battles. Each box contains four pre-constructed decks, which have varying difficulties that play into the strengths of that martial art style. Thanks to the included Sparring Pack, you can mix and match cards and moves to form the style that you want. Modes of play are Normal, Anything Goes (which allows for weapons and illegal moves), and Army of One (a 1 vs. 9 player game). The four 51-card decks in Martial Arts: The Card Game are:
- King of the Ring – Boxing
- Master of 8 Limbs – Muay Thai
- Ume and the Blade – Aikido, Okinawan Karate, Katana (optional)
- Enter the Phoenix – Wing Chun, Jeet Kune Do, Butterfly Swords (optional)
Dragon Tides emphasizes non-linear play, with your decisions during narrative or from the success or defeat from a scene guides you to the next location and part of the story. Each scene has different objectives for both the heroes and the Tiger Organization making the game more than just a beat-em-up.
Components include six double-sided hex maps that are interchanged based on the scene setup; miniatures of Bruce Lee, Brandon Lee, Viktoria Jovovich, Luke Elba, and the four bosses/sub-bosses; ten Action Dice; six Player Boards; Henchmen and item tokens; Signature Move Cards and Attack Cards specific for each character; and health counters.
Designed by Kevin G. Nunn and Luther Bell Hendricks V (Sentinel Tactics, Schlock Mercenaries), Dragon Tides is a story-driven, semi co-op game using custom dice to evoke the feeling of martial arts action/adventure as well as a card element that focuses on how well you read your opponents. Each character has a unique set of signature moves that showcase their personal techniques. Dragon Tides introduces a unique cast of characters that are iconic to the Action genre, creating the roster for the Tiger Organization. The highly detailed Miniature figures are sculpted by Greenbrier Games, LLC.
Clacks: A Discworld Board Game
Clacks: A Discworld Board Game is based on the “Clacks” semaphore messaging system — the fastest (non-magical) messaging system on the Discworld — featured in Sir Terry Pratchett’s novel Going Postal.
Using a semaphore system of shuttered lamps on top of high towers, the Grand Trunk Semaphore Company has revolutionized long-distance communications on the Discworld. Their network of towers covers most of the Unnamed Continent, but now the old postal service is fighting back. Driven by the determination of newly “volunteered” Post Master Moist Von Lipwig, the Ankh-Morpork Post Office has challenged the Clacks operators to a race from Ankh-Morpork to Genua.
Play against your friends and claim the title of Fastest Clacks Operator on the line, or play together as a team to win the race across the Discworld and prove that Clacks is here to stay. In more detail, Clacks: A Discworld Board Game contains rules for a player vs. player game, a co-operative race game against the Post Office, and a children’s introductory game.
Mexica plots the development of the city of the same name on an island in lake Texcoco. Players attempt to partition it into districts, place buildings, and construct canals.
Districts are formed by completely surrounding areas of the island with water and then placing a District marker. The player who founds a district scores points immediately.
Canals and Lake Texcoco act as a quick method of moving throughout the city. Players erect bridges and move from one bridge to the next, which costs 1 action point regardless of the distance. They must also erect buildings. This costs action points, the exact number being dependent upon the building’s size.
In the scoring phases of the game, players score points (El Grande style) based upon their dominance in a District. In the 4 player game, players with the 1st, 2nd, and 3rd most buildings score decreasing numbers of points.
Only districts are scored in the first scoring round.
In the second scoring round at the end of the game, all land areas are scored, not just districts.
The player with the most points wins.
One Night: Vampire
No moderator, no elimination, no werewolves.
In One Night Ultimate Vampire, the sun has just set, and vampires have descended on your sleepy little town, slowly turning the villagers into even more vampires. Fortunately, the village has several residents with special powers, with most willing to help eliminate this fanged menace!
One Night Ultimate Vampire is a fast game for 3-10 players in which everyone gets a role: The nefarious Vampire, the well-meaning Cupid, the sneaky Assassin, or others, each with a special ability. In the course of a single evening, your village will decide who among them is a vampire…because all it takes is finding one vampire to win!
One Night Ultimate Vampire can be combined with One Night Ultimate Werewolf or One Night Ultimate Werewolf Daybreak or both games.
No Retreat 4: Italian Front 1943-45
Following on the success of No Retreat! Where the Russian Front of World War II beckons, and then taking the action to the African Front, and then the French Front, game designer Carl Paradis presents the fourth chapter in this game series, No Retreat 4: Italian Front 1943-45.
This game will be using a mix of all the previous No Retreat! game concepts/systems, including some from the solitaire module, to depict this long and gruelling campaign with the minimum of fuss and the fastest possible play time. Each turn will represent one or two months (depending on the weather), but not every Turn will see major action! So during Frontline lulls very little combat, if any, will take place but for frontline attrition, so these turns will pass in a speedy manner. When a side decide to go on the offensive then that specific turn will see a series of moves/combat/activations (like was done for NR2); using a variant of the regular No Retreat “Target/Counterblow” rules and markers. The important sea invasions will be shown in great detail, the German fortified positions also, and the long set-pieces battles (like Cassino or Anzio) will be represented correctly without bogging down game play. Like in NR3 “Secret Campaign Plans” will make an appearance, with players vying to attain special high command objectives, thus getting bonus victory points if the game does not end in an early “Sudden Death” and continues to the bitter end.
To make the play surface more easy to use, the long Italian peninsula will be represented by a series of separate maps each showing a part of the battleground. As the frontline moves north or south, players will switch the “play map” map to show the actual areas of operations, thus saving a lot of table space. It will also be possible under certain circumstances for players to actually change sides in the game (keeping their accumulated Victory points): Thus both will be able to get the chance to be on the “attacking side” if wished for; historically the Germans were mostly on the defensive. The Event card system will also be changed a bit, with each card allowing multiple possible effects/events: all the cards will be useful, even when the main event cannot be used because of Strategic Initiative.
But wait, there is more! For this deluxe edition, the Invasion of Sicily will be added as a separate mini-game. Very fast-playing, and will be an excellent learning or tournament game; that can be also linked to the main campaign game. Could the Axis have delayed the Allies longer on the island? And what if only a token holding attack was made, with the main landings a short while later on the mainland? Or Sicily completely bypassed altogether?
Italian Front Scenario Listing
- Regular Game: The 1943/45 full campaign. Both players will choose a “Campaign Plan” that will instruct them as to their general objectives; there is a chance that one could also be imposed by the game system in case of failure! A players’ “switch of sides” could also occur because of the plans or player’s will. The outcome of the Sicily mini-game can be linked to this scenario. Players can also change the Strength of the Armies and rate of reinforcements.
- Historical Game: The 1943/45 full campaign, but with the Plan choices limited to the more historically plausible alternatives. No switch of sides can occur. The Sicily mini-game is not used.
- Short Early game: The first part of the 1943/45 campaign. Only the Southern Italian maps will be used, and the game will end in Early 1944 (historically after the Anzio invasion petered out).
- Short Late game: The second part of the 1943/45 campaign. Only the Northern Italian maps will be used, and the game will Start where the previous “Early game” scenario stops, and continues until the end of the war in 1945.
- Sicily Game: This mini-game can be played “stand alone” or linked to the Regular Game Scenario. It also makes for an excellent fast-playing Tournament scenario.
TIME SCALE: 1 month per turn
MAP SCALE: 10 miles per hex
UNIT SCALE: Divisions
- One 17″x22″ two-sided map
- Two 17″x22″ one-sided maps
- 47 Event cards and 8 Leader cards
- One sheet of 88 round markers; 24 hex markers
- One sheet of 88 two-sided square unit counters
- Scenario Book
- Player Aid Mat
- Two 6-sided dic
DESIGNER: Carl Paradis
DEVELOPER: Jack Stalica
COUNTER ART: Mark Simonitch & Charles Kibler
MAP ART & RULEBOOK LAYOUT: Charles Kibler