51st State, Imperial Assault: The Bespin Gambit, Storyline, Turtles Dice Masters and More!

51st State: Complete Masters Set

The world you know no longer exists. There is no government. No army. No civilization. The United States has collapsed, and now thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new state: the 51st State.

51st State is a card game in which players control one of four powers trying to build a new country. Players put new locations into play, hire leaders, and send people to work in buildings to gain resources and new skills. To do this, every card in 51st State can be used in three different ways:

  • Raze a location to gain many resources once.
  • Deal with this location to gain one resource every turn.
  • Build the location so that you can use its skill each turn.

51st State: Master Set marks the rebirth of the 51st State line, with this set containing 88 cards from the original base game, and 50 cards each from both the New Era and Winter expansions; one of these expansions can be mixed with the cards of the base game, but not both at the same time. The entire set has been rebalanced to offer a cohesive experience no matter which expansion you choose to use.

Storyline: Fairy Tales

The four words “Once upon a time” are extraordinarily powerful. They herald adventures, magic, enchanted creatures, and mysterious transformations. They conjure far-off lands, brave hunters, determined princesses, fearsome giants, and talking animals. Above all, they begin our favorite fairy tales.

Fairy Tales, the debut game of the StoryLine series, invites you to craft your own original fairy tales beginning with that remarkable phrase “Once upon a time”. In this fanciful card game, three to eight players craft a story together with each player contributing characters, places, objects, and events to the narrative.

StoryLine: Fairy Tales is a collaborative storytelling game that encourages players to play cards to add to the story and embellish on them. Each round a player is the narrator and ask the other players for a specific type of card such as an object or location to add to the story. All other players select one of these cards from their hand, then the narrator chooses the one they like most and awards that player a point. At the end of the story, whoever has the most points wins.

Gladiator: Quest for Rudis

Gladiator: Quest for the Rudis is a board & card game designed for 1 to 6 players (solo-play rules are included). Moment to moment the contest requires tactical decisions of movement, positioning and the selection of your attack and defense, while important strategic options always loom, such as how much of your stamina to expend as you risk becoming fatigued.

The gladiatorial contests in the game offer a very detailed simulation of many aspects of the historical battles, but gameplay itself is not slow or tedious as a result. That is, despite an enormous historical fidelity, Gladiator: Quest for the Rudis plays quickly and easily like the best modern board games. This is due in large part to the innovative card-based game play. There are no dice, and for the multi-player game, no books full of tables to consult, no other resource whatsoever to consult except for the cards themselves.


Teenage Mutant Ninja Turtles Dice Masters

Teenage Mutant Ninja Turtles Dice Masters is a dice-building game patterned after Quarriors! that features custom dice representing various characters from the Teenage Mutant Ninja Turtles (TMNT) universe. Like all Dice Masterssets, TMNT Dice Masters is sold in as a contained set that gives you all the dice and cards that you need to play. This is the first Dice Masters set that is sold as a contained set without the possibility to expand it with boosters.

In the game, each player brings a set of dice to the table; these form the player’s team, from which only they can purchase dice. In addition, each player brings two basic action cards, which are placed in the center of the table; both players can purchase them.

During a turn, a player draws and rolls a number of their dice, purchases additional dice, and fields character dice to attack the other player. A player wins once the opposing player has been reduced to zero life.

Imperial Assault: The Bespin Gambit

“You truly belong here with us, among the clouds.”
–Lando Calrissian, Star Wars: The Empire Strikes Back

The Bespin Gambit, a new expansion for Imperial Assault is now at The Wandering Dragon!

The effects of the Galactic Civil War can be felt on every planet of the Star Wars™ galaxy. On industrialized planets, the inhabitants may be forced to work in brutal conditions, slaves to the construction of the Imperial war machine. Other worlds may be torn by war as legions of Stormtroopers and massive assault walkers squelch any dissension against the Empire’s rule.

On other planets, however, the war is fought in secret, in the shadows of dark alleys, disused conference rooms, and secret meetings. Information is exchanged between faceless Rebel spies, even as the terrifying Imperial Security Bureau searches for their undercover foes. Now, The Bespin Gambit brings this shadow war to your games ofImperial Assault.

In The Bespin Gambit, you’ll find a wealth of new content to take your campaigns and skirmishes into the ritzy hotels and industrial underworks of Cloud City. Iconic characters like Bossk and Lando Calrissian join the game for the first time, gorgeous new map tiles portray some of the most memorable Cloud City locations, while new companions and a new condition change the flow every game. With two new Rebel heroes, one new Imperial class, new items, a new mini-campaign, and a new focus on your Spy characters, The Bespin Gambit offers an indispensable bonus to everyImperial Assault player.

The Bespin Gambit is also joined by four new figure packs that introduce new missions, cards, and detailed, sculpted figures of their subjects. You can learn more about the Lando Calrissian Ally Pack, the Bossk Villain Pack, the Agent Blaise Villain Pack, and the ISB Infiltrators Villain Pack in their announcement article here.

Among the Clouds

You’ve outwitted the galaxy’s deadliest bounty hunters among the tangled streets of Tatooine’s spaceports in theTwin Shadows expansion. You’ve walked through icy fields of snow and fled from the Empire’s oncoming walkers with Return to Hoth. Now, The Bespin Gambit takes you to another iconic location from the Star Wars universe: Cloud City. Under the control of Baron Administrator Lando Calrissian, Cloud City has become a prosperous center of industry and tourism—and a center for the undercover conflict between Rebel spies and ISB agents. 

With the unique figures and tiles included in this expansion, you can recreate Cloud City as you first saw it in The Empire Strikes Back. From luxurious guest quarters and balconies, to narrow gantries stretching over an endless void, to the dramatic atmosphere of the carbon freezing chamber, a familiar environment greets you everywhere you look, even as you experience an entirely new story.

The Bespin Gambit’s contributions to the campaign game center on an entirely new mini-campaign. On Cloud City, an agent working under the command of Lando Calrissian has infiltrated the Imperial Security Bureau and secured a number of top-secret military codes. Unfortunately, contact with the agent was lost immediately afterwards. The stage is set for a shadow war—the Alliance has dispatched a few covert operatives to find the missing agent, even as the ISB races to recover its missing codes. 

You’ll also find an entirely new skirmish map in The Bespin Gambit that takes full advantage of the stunning new tiles included here. With two distinct missions, this skirmish map challenges you to control the Carbon-freezing Chamber, whether you’re freezing your opponent’s figures in carbonite or fighting for control of precious tibanna gas reserves.

I’m with the Alliance

For Rebels across the galaxy, The Bespin Gambit offers the chance to add two new heroes into your strike teams, whether you’re traveling to Cloud City for the new mini-campaign or skirmishing against an enemy strike team. One of the new heroes is Davith Elso, a Force user and a master of stealthy operations. In battle, Davith Elso is fast and elusive, using the power of the Force to hide his attacks from his enemies until it’s too late. 

Davith also offers you an opportunity to explore the new condition introduced in The Bespin Gambit: Hidden . As long as Davith Elso is wielding a melee weapon, he can spend a surge in combat to Hide—while Hidden, you reduce the accuracy of any attack targeting you, increasing the chance that ranged attacks will miss. What’s more, you gain an automatic surge to your first attack as you use the element of surprise to gain the upper hand. After your attack, you lose your Hidden condition, but if you prefer to wait and strike at the opportune moment, Hidden can keep your figures alive until they attack. 

Davith Elso isn’t the only new hero the Rebels gain in this expansion. They also receive the aid of Murne Rin, an Ithorian intelligence master who excels at passing false information to the enemy and keeping your own heroes out the enemy’s firing lines. With entirely new decks of Class cards, both new heroes offer never-before-seen playstyles. When you combine the Rebel heroes’ Class decks with new Item cards and Supply cards, you’ll be able to customize your character to create whatever hero you want to play. 

We’ll take a closer look at the Rebel heroes and explore their role in the skirmish game in a future preview!

Lawlessness and Vice

The Mercenaries of the Star Wars galaxy also receive reinforcements with the upcoming release of The Bespin Gambit. Two new figure groups enter the game in this expansion—the renowned Cloud City Wing Guard and the Ugnaught Tinkerers who work and live in the depths of the floating city. Both new figure groups owe their allegiance to the Mercenaries faction, rather than the Galactic Empire or the Rebel Alliance, though the Imperial player can still take full advantage of these figures during a campaign game. 

The Ugnaught Tinkerer and the Junk Droid companion are a natural team.

One of these figure groups, the Ugnaught Tinkerer , introduces brand-new rules to the game by using their junk droids as warriors. As an action, an Ugnaught Tinkerer can place the Junk Droid companion in an adjacent space. Companions function like normal figures, but their abilities and activation are tied to the card that brought them into play. In this case, the Junk Droid can ready at the start of the Ugnaught Tinkerer’s activation. Then, it activates as if it were part of the Ugnaught’s group, even using the Ugnaught’s surge abilities for its attacks. Rebel operatives and ISB agents alike should be wary of the Ugnaught Tinkerers when they’re surrounded by Junk Droids. 

New figures aren’t the only ways to expand your power as the Imperial player in The Bespin Gambit, of course. You’ll also find two new Agenda sets, including cards like Contingency Plan , which you can use to become Hidden without warning. You’ll also find an entirely new Imperial class—Imperial Black Ops. By hiding and striking from cover with cards like Surprise Attack , the Imperial Black Ops class may be your key to winning the war of subterfuge and sneak attacks in Cloud City.

You’ll be able to get a closer look at these new Mercenaries figures, as well as the new Agenda and Imperial Class cards in upcoming previews!

The Bespin Gambit contains two hero figures, three Ugnaught Tinkerer figures, and six Wing Guard figures.

Altering the Deal

From the finest hotels and casinos to dingy, dangerous industrial passages, Cloud City is yours to explore. Lead your spies onto the battlefield of the Galactic Civil War, and look for The Bespin Gambit at The Wandering Dragon now!


Warhammer 40K: Conquest – Legions of Death

“The soulless ones shall be the harbingers of dark fate. Then shall come the living dead, the progeny, then the thirsting ones, the forever damned, and the galaxy shall run red as the blood of Eldanesh.”
–Translation of an Eldar artifact, Codex Necrons

Legions of Death, the second deluxe expansion for Warhammer 40,000: Conquest is now at The Wandering Dragon!

From the ancient depths of time before the galaxy was consumed by war, a new threat now emerges from its aeon-long slumber: the Necrons have begun to awaken once more. No loyal servant of the Imperium could fathom how many Tomb Worlds still lie dormant, only awaiting some mysterious signal to rise and spread doom across the civilised worlds. Now, as the Necrons ascend and swell their armies with slaves, all the Traxis sector will learn to fear these mechanical terrors.

Legions of Death introduces the Necrons as a new playable faction for Warhammer 40,000: Conquest. Two new warlords lead the Necron forces in the Traxis sector, and new mechanics evoke the theme of a Necron invasion whenever you lead them into battle. As the Necrons, you can enslave the peoples of the galaxy, filling your deck with units from other factions that are forced to fight alongside you. Although the Necrons hold the spotlight in this deluxe expansion, you’ll also find a new unit for each of the other eight factions alongside new neutral cards that promise to impact the game in entirely new ways! 

Their Number Is Legion

As the Necrons awaken and begin to establish their hold on the Traxis sector, you’ll notice that a Necron army looks very different from their opposition. Most factions in the game sit on the alignment wheel, and you can choose one of two neighboring factions as your ally, which allows you to include common cards from that faction in your deck. The Tyranids, first introduced in The Great Devourer, sit outside the alignment wheel, unable to ally with any of the other factions. Now, the Necrons introduce yet another new approach to alliances and the alignment wheel.

The Necrons find their place at the center of the alignment wheel, and as such, they are perfectly poised to enslave units and take advantage of any faction’s strengths. When building a Necron deck, you can include common units from any other factions on the alignment wheel in your deck, potentially giving you access to a vast variety of tactics and abilities. You cannot include non-unit cards from the factions on the alignment wheel, but you can still use the neutral cards as you wish. 

Obviously, these deckbuilding rules invite you to potentially fill your deck with common units from an assortment of factions, but you can’t simply play units of a non-Necron faction from your hand. Every Necron player has an enslavement dial that shows the faction symbols of the seven factions on the alignment wheel. When the deployment phase begins each round, you can set your enslavement dial to any faction, allowing you to play units of that faction this round. If you have units of two different factions in hand, you’ll have to choose which ones you need in play and set your enslavement dial accordingly. 

Many of the Necrons’ own cards trigger off of the enslavement dial or require you to have non-Necron units in your armies. For instance, the Mandragoran Immortals (Legions of Death, 18) bear the ranged keyword, and you can sacrifice a non-Necron Soldier unit at the same planet to ready the Mandragoran Immortals. Sautekh Complex(Legions of Death, 42) allows you to gain a resource or draw a card after you deploy a unit from any non-Necron faction, provided you control no other units of that faction. You may even use the Mind Shackle Scarab (Legions of Death, 38) to take control of an enemy army units for a phase, provided that unit matches the faction symbol on your enslavement dial. However you bring other factions’ units into your armies, the Necrons excel at taking slaves and forcing them to join them in their conquest of the galaxy.

Their Hate Is Immortal

In the days before their long slumber, the Necrons had created hyper-advanced technology that’s still beyond the modern capabilities of the other factions. Each Necron possess a self-repairing mechanical body that can make it worryingly difficult to kill. Whether you wield a Resurrection Orb (Legions of Death, 37) to bring Necron units back from the discard pile, remove damage from your Necrons with Reanimation Protocol (Legions of Death, 29), or call upon the nearly-impossible-to-kill Reanimating Warriors(Legions of Death, 20), the Necrons are much more difficult to ultimately kill than any other faction. 

Even when a Necron card is discarded, it can still help you conquer the galaxy from your discard pile. The Canoptek Scarab Swarm(Legions of Death, 11) can return Necron units from your discard pile to your hand and the Harbinger of Eternity (Legions of Death, 24) allows you to play Necron event cards from your discard pile as though they were in your hand. You may even use a Particle Whip(Legions of Death, 44) and shuffle unit cards from your discard pile back into your deck in order to deal potentially crippling damage to an enemy army unit. 

The Necron’s hyper-advanced technology also allows them to bypass enemy shields in order to destroy their foes. Many Necron cards lower an enemy unit’s hit points, and if that unit’s HP reaches zero, it’s automatically destroyed. Best of all, lowering a unit’s HP gives your opponent no opportunity to play shield cards, which makes destroying a unit much easier than it might be otherwise. Playing Extermination (Legions of Death, 33) at the right time could even completely wipe out your opponent’s forces at a planet!

Their Advance Is Unstoppable

Of course, although the Necrons are the focus of Legions of Death, you’ll also find a new common unit for every other faction. Unlike other army units, these units grow more powerful when their warlord belongs to a different faction. The Standard Bearer (Legions of Death, 50), for example, allows you to ready an army unit when it enters play, and if you have a non-Astra Militarum warlord, you can deploy the Standard Bearer from your hand as if it had ambush. You may take command of these units with the Necrons or simply ally with their faction in the conventional way, but in either case, these new units are potent warriors for your cause. 

Legions of Death also introduces four brand-new neutral cards that boost the power of Elites and other high-cost units. Backlash (Legions of Death, 46) allows you to cancel the effects of any ability that targets one of your Elite units, and if the ability was triggered by an army unit, that unit is destroyed! With these new neutral cards available to every faction, your Elites will quickly become more dangerous than they ever were before.

Their Name Is Death

Across the Traxis sector, the Necrons have awoken from their Tomb Worlds. Take command of terrifying mechanical armies, enslave your foes, and use your superior tactics and advanced technology to bend the galaxy to your will!