Mega Man: The Board Game, Zombicide: Black Plague, Star Wars: X-wing Bespin and Death Star II Playmats, DC Comics HeroClix: World’s Finest, D&D Dice Masters: Faerûn Under Siege, …and then we held hands., Cat Tower, Yahtzee: CTHULHU, Monopolhy: CTHULHU, Descent: Journeys in the Dark-Mists of Bilehall Expansion and The Lord of the Rings: The Card Game-The Grey Havens Deluxe Expansion
Mega Man: The Board Game
Mega Man: The Board Game, created and licensed by Jasco Games, brings all the excitement and fun found in the classic video game series to the tabletop.
Created for the 25th anniversary of the character, Mega Man: The Board Game is a 2-6 player board game in which players control both their character and Dr. Wily’s forces, ideally to impede the progress of other players. After determining who goes first, players choose the Robot Master’s stage on which they wish to start the game. On your turn, flip over the challenge card to reveal your first challenge. You choose the dice you wish to use to pass the challenge, then play cards from your hand and use abilities from your character to blast, jump or run through the challenge. Your opponents can play cards from the Dr. Wily side of their hand to make your challenge more difficult, possibly doing damage or taking lives from you along the way. If you beat the challenge, you move forward on the stage a number of spaces determined by the challenge you defeated.
Once all spaces are clear and you are face-to-face with the Robot Master, you enter the “Boss Battle”. You and your opponents now take turns battling each other until only one robot remains standing. If you are the victor, you take the Robot Master’s powers from the character card, stacking it under your own character card. If you were the first player to defeat this Robot Master, you also gain its Trophy, which allows you to set a die to any face you wish in a future Challenge or Boss Battle.
Play continues around the board until you have defeated enough Robot Masters to enter Dr. Wily’s castle and face the final boss. The first player to defeat Dr. Wily wins.
Zombicide: Black Plague (2/13 Release Date)
Zombicide: Black Plague takes the zombie apocalypse into a fantastical medieval setting! The arcane powers of the Necromancers have unleashed a zombie invasion in the age of swords and sorcery, and it’s up to your group of straggling survivors to not only stay alive during these dark times, but to take back the realm and punish those responsible for the apocalypse!
Zombicide: Black Plague allows you take control of paladins, dwarves, knights, and magicians, wielding powerful swords, crossbows, and even magic spells to defeat the zombie hordes and its Necromancer overlords. The classic Zombicide rules have been revamped for this new incarnation of the game, while still retaining the nonstop action, tense atmosphere and easy-to-learn rules that made Zombicide a classic. Equip your survivor with equipment like chainmail armor or shields to defend against the undead, pick up spell books to perform fantastic enchantments, or light up a pool of dragon bile to create an all-consuming inferno of dragon fire!
Take on the zombie invasion from the medieval streets to secret vaults that create quick passages through the citadel (and often hold special artifacts). Chase down the elusive Necromancers to keep them from multiplying the zombie masses. And tackle a whole new set of missions through which your group of survivors will become the heroes of the land (or the last victims of the zombie massacre).
Star Wars: X-wing Bespin and Death Star II Playmats
“You truly belong here with us among the clouds.”
Easily portable and made from slip-resistant natural rubber, these 3’ by 3’ playmats allow you to immerse yourself more fully in the Star Wars universe even as you battle for the fates of billions over the images of two of the galaxy’s most iconic locations.
Use one to enhance the squad-based dogfights of X-Wing in Standard Play, or place any two of our Star Wars™ Playmats side-by-side to evoke the vastness and wonder of space as you engage in the large-scale battles of X-WingEpic Play or Star Wars™: Armada.
No matter whether you play X-Wing or Armada, no matter which faction you choose to represent, these playmats enrich your games with color, theme, and drama.
“Aren’t you afraid the Empire’s going to find out about this little operation and shut you down?”
Don’t let the gentle, light-soaked clouds of the Bespin Playmat lull you into a false complacency. Cloud City was home to some of the most pivotal moments in the Galactic Civil War.
Death Star II Playmat
“Your friends up there on the Sanctuary Moon are walking into a trap. As is your Rebel fleet!”
Deploy your fleet to the forest moon of Endor, and engage the enemy in an epic collision between capital ships and starfighter squadrons as the second Death Star looms menacingly in the background.
Bring the Star Wars Galaxy to Life!
“I saw a city in the clouds.”
Wage your X-Wing dogfights over dramatic new vistas. Expand your Armada battles to all-new star systems. Whether you play casually with your friends or compete at top-level tournaments, these high-quality Star Wars Playmats allow you to confront your rivals in sectors with histories and significance worthy of your most fantastic Star Wars space battles!
DC Comics HeroClix: World’s Finest
The DC Comics HeroClix: World’s Finest set features heroes and villains from the Superman/Batman comics as well as three major sub-themes of the Metal Men, the misfit heroes of the Doom Patrol and a mystical sub-theme that includes well-known magic users such as Jason Blood as well as a collection of generic magic/supernatural characters such as witches, warlocks, apprentices and demons.
D&D Dice Masters: Faerûn Under Siege
Dice Masters Faerûn Under Siege takes epic dice battles to new heights! Faerûn Under Siege is the second wave of the Dice Masters game set in the Forgotten Realms! This innovative collectible release will be followed by additional expansions so players can increase their Dice Masters Faerûn Under Siege collection!
…and then we held hands.
…and then we held hands. is a co-operative game about finding balance. To win, the two players must complete objectives and reach the center of the board.
The players take turns trying to fulfill the current common emotional objective by discarding emotion cards to move from node to node. They must do this without verbal communication, empathizing and always considering each other’s situation when making a move.
A player can use their own cards or their partner’s, but if their move causes their partner to be unable to move, the players lose and the game ends. While moving from node to node, their balance shifts, and they are not able to refill their hand.
The game features a card-splaying mechanism in which players change their “perspective” to reveal a new set of options.
The players win by meeting in the center while in a balanced state and within one turn of each other – something quite difficult, and therefore very rewarding when achieved.
…and then we held hands. features art by beloved French illustrator Marie Cardouat, known for the art found in beautiful games such as Dixit, Steam Park, and Marrakech.
“Meow~ It looks so delicious!” Catty Fatty stares at the dried fish hung high on the shelf drooling. All cats are attracted wondering how they can reach the yummy fish beyond their leap. They come up with the idea of stacking on each other’s back so as to grab the fish. Let’s help them make a tower of cats!
Seven Cat Cards are dealt to each player. The game starts with the youngest player.
In clockwise order, each player takes a turn to roll the die, and acts according to the image shown on the die result.
The game ends immediately when one player gets rid of all Cat Cards in hand.
Intermingle with the Great Old Ones, descending deeper into twilight realms best left forgotten as you face some of the most notorious creatures from H.P. Lovecraft’s stories. In this custom illustrated game, you will use “insanity points” to buy, sell and trade monsters and elder gods from the mythos.
H. P. Lovecraft’s dark mythos comes to life as you roll classic combinations like full house, straight or the high scoring YAHTZEE with custom Cthulhu dice. Play now and play often…before the Great Old One reclaims dominion over the Earth!
Descent: Journeys in the Dark-Mists of Bilehall Expansion
A strange curse taints everything. It clings to the flesh and lingers within the lungs, a poison that destroys the soul while leaving the body to shamble on. A small settlement of the damned has formed near the border, a collection of unfortunate trespassers now unable to leave the accursed land. You have joined their number, but not their despair. Ready your gear and bolster your courage; your journey into the Mistlands is about to begin.
Fantasy Flight Games is proud to announce Mists of Bilehall, a new expansion for Descent: Journeys in the Dark which is now available at The Wandering Dragon!
The Mistlands of Terrinoth have long had a dark reputation. Evil creatures that live nowhere else thrive here and servants of Waiqar the Undying have made their dwelling places within this land of endless fog. Even worse than the evil creatures and monsters that lurk within, the mists of Bilehall have been rumored to have a malignant effect, tainting even the noblest soul once it has ventured within the Mistlands’ borders. Now, tales of an undead horde massing at the border of the Mistlands have led you to investigate what noxious plots have formed in the darkness.
Mists of Bilehall is a new expansion for Descent, and it challenges a small group of heroes to travel into the darkness and danger of the Mistlands. A full, one-act campaign is included in this expansion, chronicling the heroes’ adventures and the dark deeds perpetrated in this misty realm. What’s more, no new heroes or hero classes are included in this Descent expansion: instead, the Mists of Bilehall has been configured to enhance the power of the overlord. To that end, your army swells with twelve sculpted plastic figures – six reanimates, three broodwalkers, and three bone horrors. The very ground may give way beneath the heroes with the introduction of old walls and crumbling terrain, while the evil of Bilehall influences the heroes through the introduction of tainted cards. Even the doughtiest heroes will be hard-pressed to survive in this land of mist and half-truths.
In addition, three new lieutenants join the overlord’s armies in this expansion. For more information on these lieutenants, visit our announcement of the Mists of Bilehall Lieutenant Packs!
Nothing Is Certain
As the heroes make their way through the Mists of Bilehall campaign, they will soon find themselves plagued by uncertainty. Heroes are not welcome in the Mistlands, and the land itself may betray them without warning. New, unstable terrain features are introduced in Mists of Bilehall: old walls and crumbling terrain.
Old walls are additional walls erected in the middle of rooms that block movement and line of sight. More importantly, these old walls are often surrounded by crumbling terrain, which forms tenuous pathways over the hazardous swamps of the Mistlands. When a hero enters a space with crumbling terrain, he may test either Knowledge or Awareness. If the hero passes the test, he continues unharmed, but if the hero fails, the crumbling terrain gives way and plunges the hero into water, sludge, or something far deadlier.
The heroes must also contend with the pervasive, corrosive influence of the Mistlands. To represent this during the Mists of Bilehall campaign, the overlord deals a facedown Tainted card to each hero at the start of each quest. While the hero possesses a Tainted card, his health is increased by two, but when he’s knocked out, he must flip his Tainted card faceup. For example, your Tainted card may be Bad Blood, which forces you suffer a strain every time you recover damage. In addition, while you have a faceup Tainted card, you are tainted and can only recover damage from untainted heroes or heroic feats! While the individual effects of a given Tainted card may vary, you can be sure the toxic effects of the mists have proven deadly to heroes before.
Terrors in the Mist
You’ll also gain more tangible threats in Mists of Bilehall alongside crumbling ruins and tainted mists. Three new monster groups and three new lieutenants join the forces of darkness, eager to lend their nightmarish powers to stop the heroes.
You may call upon a horde of reanimates to form a wall against the heroes. These monsters fight best in a solid formation, where they can draw strength from the other undead who stand to either side. Alternatively, you may spread disease and corruption with the terrifying broodwalkers – corpses animated by a massive hive of corpse bugs working in unison, searching for fresher flesh into which they will lay the next generation of their young. You may even sight the legendary bone horrors: living masses of bone that can reach and move with astonishing speed. Only the bravest or most foolish heroes will confront these fast and agile constructs head-on.
Three new lieutenants also join the fight as the heroes move forward into Waiqar’s domain. As the overlord, you can enlist the services of Ardus Ix’Erebus, a master tactician and an undead warrior. Kyndrithul the vampire offers dark sorcery to the servants of the overlord. Alternatively, you may ally yourself with Zarihell, an elf of unknown origins and allegiances, who commands the spirits of the dead wherever they may lie. You can supplement these lieutenants with Plot decks and sculpted plastic figures with their Lieutenant Packs. For more information, visit our announcement of the Mists of Bilehall Lieutenant Packs.
None Escape Unscathed
The mists are already around you, and unnameable monsters creep beyond your sight. The only way to escape is to go forward, into the depths of the Mistlands, and stop the overlord’s evil plot – but already, you feel your noble intentions draining away in the corrupting fog.
Can any hero survive what awaits in the Mists of Bilehall? Find out now at The Wandering Dragon!
The Lord of the Rings: The Card Game-The Grey Havens
“At the Grey Havens dwelt Círdan the Shipwright, and some say he dwells there still, until the Last Ship sets sail into the West.”
–J.R.R. Tolkien, The Return of the King
Fantasy Flight Games is proud to announce the release of The Grey Havens, the fifth deluxe expansion for The Lord of the Rings: The Card Game which is available now at The Wandering Dragon!
The Grey Havens and its 165 new cards allow you to adventure along the westernmost edges of Middle-earth, and then travel even further west… across the uncharted waters where the proud hosts of Númenor met their doom many long generations back. Three new scenarios feature mechanics for ships and sailing, as well as a heavy emphasis on exploration. Then, even as the troubled dreams of one Gondorian nobleman spur you to undertake an epic journey to the ruins of Númenor, The Grey Havens casts you deep into turbulent waters where Corsairs, Raiders,Undead, and the seas themselves pose constant threats.
Additionally, two new heroes appear in The Grey Havens, as well as new allies, events, and attachments for each sphere of influence. These support the expansion’s nautical themes and continue to develop the different themes first associated with the Noldor trait in the Angmar Awakened cycle, adding more cards that grow in strength as other cards are added to your discard pile.
Finally, the twelve encounter sets in The Grey Havens establish a new tone for The Lord of the Rings: The Card Game, as its new enemies, locations, and treachery cards transport you to a new region of Middle-earth. As you adventure on the high seas, you’ll experience ship-to-ship combat, fight back boarding parties, explore uncharted isles, and struggle to guide your ship through dark storms and massive waves. More than that, these new encounter sets lay the foundation for the upcoming Dream-chaser cycle of Adventure Packs.
Lead Developer Matthew Newman on The Grey Havens
Ever since I first read The Lord of the Rings, I have been fascinated by the Elves of the Grey Havens and the oceans of Middle-earth. I love the beautiful and sorrowful imagery that accompanies those Elves who sail to Valinor, never to return. These ideas prompted me to wonder what would happen if our heroes went on a sea voyage of their own, across the seas of Middle-earth. What adventures would they share? What challenges would they face? As I pondered these questions, they led, ultimately, to the development of The Grey Havens and the accompanying Dream-chaser cycle.
Very early in development, the team recognized that sailing needed to feel different from walking overland. To that end,The Grey Havens features new rules for Ships and Sailing that help drive the feeling of navigating the high seas. Ships are a new card type in The Grey Havens, appearing as both objectives and enemies. At the beginning of each scenario in which the players are sailing, each player chooses and takes control of one of the four Ship-Objectives included in this expansion. (In a game with only one player, that player takes control of two Ship-Objectives, instead.) These Ships represents the vessels on which all of your characters are sailing, and each Ship boasts stellar stats along with a powerful ability. However, each Ship is immune to player card effects, and if any player’s Ship sinks, that player is eliminated from the game.
As an example of what these Ships offer, the Dawn Star (The Grey Havens, 81) has good Willpower and Attack, excels at Defense, and gives its controller an additional card every turn. The Silver Wing (The Grey Havens, 83), on the other hand, has poor Willpower and Defense, but great Attack, and is the only Ship that features the Ranged keyword. It also boosts the Attack Strength of each of its controller’s heroes, and lowers that player’s starting threat. The choice of which Ship you sail will have a huge impact on your experience, and adds to the replayability of these scenarios.
Even though your Ship has fantastic stats, it will only ever act once each turn – to quest, attack, or defend – so how you decide to use your Ship is extremely important. Making this choice even more difficult is the existence of Corsair Ship-Enemies, like the Light Cruiser (The Grey Havens, 57). Not only is this Ship enemy a massive threat, but it always comes with additional enemies thanks to its “Boarding” keyword. This keyword represents the individual Corsairs battling your heroes and allies on board the two grappled ships. Your Ship can only defend against enemy Ships (and is, in fact, the only thing that can defend against enemy Ships), so if you are engaged with a Ship-Enemy and use your Ship to quest or attack, you’ll find your Ship taking tons of damage! Carefully managing your Ship’s actions and learning when you can afford to risk a little damage to your Ship are the keys to defeating these powerful enemies.
Of course, the most important thing is that these new Ship cards help immerse you in your quest and its narrative as you sail across the seas of Middle-earth. But Sailing isn’t the only thing players can look forward to in The Grey Havens. The overarching themes of this cycle are exploration and discovery, and you’ll find that its scenarios also drive these themes home with new “Uncharted” locations. Finally, The Grey Havens also gives you your first opportunity to take control of Círdan the Shipwright(The Grey Havens, 1) and the Elves of Mithlond, who take the Noldor themes introduced in the Angmar Awakened cycle to the next level, introducing cards that increase in power with each copy of that card in the discard pile, and cards that grow more powerful depending on the card that’s on the top of your discard pile!
Beyond all this, there’s still a lot more to discover in The Grey Havens, and I can’t wait for players to learn more from upcoming previews and then sail the high seas in search of adventure!
Hoist the Mainsail
The call has come from the Grey Havens. Círdan the Shipwright seeks your aid in a matter that he senses is of the utmost importance. Will you answer the call? Where will one Gondorian nobleman’s ominous dreams take you?
The time has come to raise anchor and hoist the mainsail. The Grey Havens deluxe expansion is now available at The Wandering Dragon!
In the two-player-game Haleakala, players are building statues on the slopes of a volcano to honor their gods. The higher the statues are built up the volcano the more they score in one of the two scoring phases, but of course the closer they are build towards the crater the danger of being destroyed by volcanic eruption is higher as well.
By playing numbered chips (1-5) to the beach, you move a ship clockwise. The sector in which the ship is moved will be evaluated. If a player has placed a numbered chip into this sector, he may gain a card from this sector. Cards are required to build statues, buy bonus score cards or to influence the direction of the lava when the volcano finally errupts (two times in the game – right before an evaluation).