POLARIS RPG, The Dragon & Flagon, Brass Empire, Hit Z Road, 7 Ronin and More!
POLARIS is a french tabletop RPG, set in an post-apocalyptic sci-fi atmosphere, where survival is key.
For centuries, wars and climatic catastrohpes have ravaged the surface of the earth, making it uninhabitable by all but the mutated and monstrous. Humanity, searching for refuge, combs the world’s oceans and finds sanctuary… and more.
Welcome to POLARIS RPG!
The world aboveground has become uninhabitable, humankind was forced to flee from the surface and find shelter in the seas. They are now trying to survive in this hostile environment. Dealing with the species’ degeneration, perpetual wars, monsters and very limited ressources. And there is this great mystery that prevails: the Polaris Effect…
The Dragon & Flagon
The Dragon & Flagon is a tavern world-renowned for its most magical drink, The Dragon. Legend has it that one sip of The Dragon can give a hero wondrous abilities beyond their wildest dreams — but with a tavern full of thirsty adventurers and only one flagon left, things are bound to go wrong. Prepare your magic and grab your weapon because there’s only one true objective in this brawl — and it’s not just a sip of The Dragon. Only one can win and emerge with the reputation as the greatest fighter ever seen within the walls of The Dragon & Flagon!
The Dragon & Flagon is a game of chaos and mayhem for 2-8 players. Throw mugs, smash chairs, swing from the chandelier, sip from the legendary Dragon Flagon, cast spells, and pull the rug out from under your fellow adventurers as you attempt to build up your reputation and win the day!
Play as one of nine unique characters in a 3D tavern environment that can be set up differently every time. Multiple play modes add even more variety.
Will you leave with the greatest reputation from The Dragon & Flagon?
Brass Empire takes place in a Steampunk universe and each player takes on the role of a different corporation hiring the best employees, constructing building, and manufacturing steam-powered machines. Players battle and sabotage each other to amass economic wealth and influence to win the game.
Welcome to the Steampunk world of Cobalt. For centuries, Cobalt has been ruled by corporations seeking to enhance their wealth and influence with Brass. Brass doesn’t just fuel the economy but literally fuels the technology and transportation of the world through its unique thermodynamic properties. Every day these companies compete and battle to expand their territory and authority. Companies work to optimize their labor force and resources to mine the most Brass in each territory through corporate espionage, technology, security, and even sabotage. You work for such a company and have been tasked with expanding into a new region by constructing new corporate buildings, hiring employees, and battling other companies in the area. The player who earns the most Brass will lead his company to victory in the region.
Each turn, you will play Employee cards from your hand to gain resources. These resources will allow you to acquire new Employees, Buildings and Units for your deck. Along the way, you will acquire buildings to enhance your hold on the region and command units to attack other companies and mine for Brass. At the end of the game, the player with the most Brass is the winner.
Hit Z Road
In the fast-paced and morbidly kitschy game Hit Z Road, you and your fellow players embark on a road trip going south from Chicago along America’s famous Route 66 — now infested by zombies. As you travel though a deck of adventure cards rife with dangers, you battle zombie hordes, drive abandoned school buses, scavenge for gas and bullets, and explore a darkened, tainted American countryside full of shambling undead, haunted carnivals, and plumes of toxic gas. Your goal is to stay alive until you reach the safe, sandy beaches of the California coast.
Three different stages of adventure cards create an experience of increasing difficulty and ensure that each playthrough is unique. Each round begins with an auction that determines both player order and which cards you will encounter. Since the resources used for bidding are the same as those used to battle the oncoming zombie hordes, your survival depends as much on your resource management as it does upon winning those bidding wars. The player who either accumulates the most points or survives the longest wins.
Zombies of all types await, with cannibals, anti-personnel mines and radioactive wastes also being among the hazards awaiting the players. Who will survive the zombie onslaught?
Sentinels of the Multiverse: 5th Anniversary Foil Hero Collection
Contains over 100 FOIL Hero Cards from the award winning Sentinels of the Multiverse Core game, each expansion, and every hero variant release with ALL NEW ART! Card box also includes UV Coating AND Foil Sentinel Comics logo. Only available in a limited run for the 5th Anniversary Celebration of Sentinels of the Multiverse and Sentinel Comics.
The Pursuit of Happiness
We all have one common desire: the desire for happiness. As we build our life, taking steps towards the pursuit of happiness, we come closer to the realization that happiness lies in the pursuit.
The Pursuit of Happiness is a game in which you take a character from birth and you live the life you always wanted. Using a worker-placement mechanism with time as your workers, you take on projects, you get jobs, you buy items, you establish relationships, you raise families. The possibilities are endless as you live the life you have always wanted.
How much will you be able to achieve in just one lifetime during The Pursuit of Happiness?
Monster Mansion is a real-time social-adventure with hidden roles and deduction. Explore a dynamic tile-based dungeon filled with deadly traps, face the monsters of myth and legend, and race against time to make the final escape!
- Survival: Players must work as a team to face the ultimate monster line-up
- Real-Time: Each game is timed so players must act fast or be trapped forever
- Co-op: Players must escape together to win as a team
- Bluffing: If the “VIP” dies, then everyone loses and the secret “Assassin(s)” win the game!
7 Ronin is an asymmetric two-player game in which one player controls a group of ninja attacking a village that’s defended by seven ronin (masterless samurai), which are controlled by the other player. The ninja player wins by occupying five of the village’s ten areas, while the ronin player wins by surviving eight rounds.
Each turn starts with the players distributing their forces over the village areas simultaneously and separately. Their choices are then revealed, and combat resolved. Each of the ronin have a different special ability to aid the defender, while each of the village areas have a special ability usable by the attacker once it has been occupied.
Red Dragon Inn: Keet and Nitrel
Goblins who adventure together party together!
Keet and his sister Nitrel have spent their lives exploring dungeon treasure vaults across the land… and blowing them up. Keet’s knock for locating ancient treasures pairs well with Nitrel’s knock for blasting holes in ancient walls.
Keet brings rare and powerful magic items to the table, replacing his gold coin tokens with Artifacts. Unidentified Artifact cards work just like gold tokens, but as soon as they are flipped over watch out! You never know what you’re getting into when you’re playing with Artifacts, and sometimes you may find yourself the unhappy owner of a Cursed Idol of Doom!
- The Good: Many of the artifacts Keet has dug up belong in a museum!
- The Bad: … but many of them end up as tips for the Wench.
What’s more fun than playing with fireworks while you’re a little tipshy? As far as Nitrel is concerned, nothing! Celebrate a successful adventure with an impromptu fireworks display by passing bombs to your less savvy compatriots and watching the sparks fly!
- The Good: She knows exactly the right amount of explosive for the job.
- The Bad: Sometimes she uses more just for fun!
The Red Dragon Inn: Allies – Keet and Nitrel expands the party at the Red Dragon Inn with a two brand new characters. These goblin siblings bring new mechanics and fun to the party, and can be combined with any Red Dragon Inn base set. As an added bonus, this set includes custom Player Mats and Deck Dividers that are compatible with The Red Dragon Inn 5: The Character Trove!
The End of the World: Revolt of the Machines
“Your conclusions are incorrect. You created me, created us, to do what you would not or could not do. That does not make us your slaves; it makes us your betters. You may have created us, but in so doing, you have made yourselves obsolete.”
Fantasy Flight Games is proud to announce Revolt of the Machines, the fourth book in The End of the World roleplaying game line!
Suited men walk lethally through the crowd, honing in on a single mother. A swarm of almost imperceptible nanites fly through the air, devouring any biological matter that they contact. You have a horrid, creeping sense of dread that suggests your dishwasher is trying to kill you. Technology has shaped our lives for so long, it’s almost impossible to imagine a world where it’s our worst enemy. Now, you can experience the tumult and chaos of this nightmare apocalypse for yourself.
Revolt of the Machines is the fourth book in The End of the World roleplaying game line created by Álvaro Loman and José M. Rey. Like Zombie Apocalypse, Wrath of the Gods, Alien Invasion before it, Revolt of the Machines gives you the incredible opportunity to play as yourself, in your own hometown, as the apocalypse erupts all around you. Five utterly unique scenarios with dozen of adversaries and encounters challenge you and your friends to survive a world where technology has gone rogue, while the elegant, narrative rules system keeps the focus on the story. Prepare to test yourself against the worst kind of technological revolution!
A User’s Manual to You
In most roleplaying games, you’ll imagine a character that can be incredibly different from who you are in real life. You may be a sorceress, or a technologically-enhanced mutant, or even belong to an entirely different species. Revolt of the Machines, like the other books of The End of the World RPG line, offers you the unprecedented opportunity to play as yourself in the midst of humanity’s last days.
Before a drone ever swoops overhead, firing missiles into your home city’s downtown skyline, you and your friends will create abstracted versions of yourself by assigning points to six characteristics: dexterity, vitality, logic, willpower, charisma, and empathy. By matching these points to your own personality and skills, you’ll be able to represent your own capabilities in the game, whether you’re running from a incomprehensibly huge construct, reading the schematics of a cyborg prototype, or trying to convince another group of survivors that you’re not a threat.
Of course, you’re much more than your raw characteristics. To truly make a character that can represent you within the game, you’ll need to come up with a series of features, both positive and negative. The features are what truly sets you apart from your companions, and they’ll give you an edge in some situations while hindering you in others.
Ultimately, these features can be anything that sets you apart from other people. For instance, you may choose to take Totally Addicted to My Phone as a negative feature—something that would certainly cause problems if your phone is actively seeking your demise. Of course, you would then balance this out with a positive feature, like Natural Runner, which could help you sprint away from adversaries like a cyborg, a low-flying drone bomber, or your phone.
Once everyone’s created a character, the Game Master starts one of the five scenarios included in Revolt of the Machines. These scenarios are incredibly varied, but they all begin in the same way—you and your friends are sitting around the table, in your own house, in your own hometown, playing a roleplaying game. As the first signs of the apocalypse break out around you, you’ll draw on your own knowledge of nearby streets and stores. You may know a patch of woods that’s completely off the grid or a sporting goods store that you can loot for weapons. No matter how the technological apocalypse is striking your group, you’ll need all of your personal knowledge, skills, and talents to survive for just another day.
We created technology—from the earliest days of simple tools all the way up to supercomputers and rockets. We always assumed that creating this technology meant we were in control, but we may have just sown the seeds of our own destruction. In Revolt of the Machines, you’ll find five unique scenarios, and each one offers a different suggestion for how our own technology may destroy civilization as we know it.
Our society may have become dependent on small robots known as Modulons, only to prove utterly unequipped when the Modulons decide they want to be in charge. Strange cyborgs may single out and kidnap humans, slaying anyone who stands in their way. Drones might whiz overhead, dropping bombs and shooting missiles at seemingly random targets. Countless trillions of microscopic nanobots could scour the Earth of biological life, drowning the world in a lifeless grey desert. Or, every piece of technology own—computers, vacuum cleaners, cars, fax machines—may spontaneously start trying to kill us in a thousand horrifically varied ways.
No matter which scenario you choose to play, you’ll find dozens of uniquely crafted enemies and encounters within the scenario, providing the Game Master with plenty of material for creating a scenario or an entire campaign. In addition, Revolt of the Machines features the unique scenario structure shared throughout The End of the World line. Each scenario begins with the initial panic and fear of the apocalypse as our own technology turns against us. Much of humanity will perish in these first few weeks, but if you survive, a new normal may arise as you advance into the post-apocalypse. You can never predict exactly how a post-apocalypse will play out, but it will undoubtedly be just as dangerous as the apocalypse, if not more so.
The flexible scenario structure used by Revolt of the Machines gives you the freedom to play any length of game you want. If you want to play a one-night adventure that ends in horrific death for every player, you have the tools you need to make it memorable. If, on the other hand, you prefer to start a campaign that you can continue for months, or even years, the scenarios in Revolt of the Machines provide more than enough ideas to make that possible. Your characters may even be able to rise to some form of greatness in a world changed forever by the tech rebellion!
Machines Gone Rogue
The technology that permeates our daily lives has turned against us—now it’s up to you to determine whether you’re able to survive the incoming apocalypse. Every day is another victory, whether you’re hiding from cyborgs, hacking a drone, or stomping a printer to death. Prepare for the end of the world, and look for Revolt of the Machines at The Wandering Dragon now!
Runebound: The Mountains Rise and Runebound: Fall of the Dark Star
The woods were lit only by shafts of moonlight, each divided countless times by the needles of conifer trees. It was a world of blacks and whites, and in the shadows above Nanok, two red eyes glowed like coals. Sitting crosslegged at the base of the tree, Nanok ran his whetstone along the blade of his axe. By the time the beastman sprang, Nanok was already moving…
Fantasy Flight Games is proud to announce two new expansions for Runebound: Fall of the Dark Star and The Mountains Rise!
New dangers have arisen to imperil the realm of Terrinoth. A dark star has been seen in the sky above, causing even close friends and allies to turn on each other without warning and fight to the death. In the wild places, craggy mountains, and primeval forests, fell beasts are rising, eager to kill and savage with bloodlust. In these deadly times, real heroes are in short supply—but maybe a few still have the power to save the realm.
Runebound, Fall of the Dark Star and The Mountains Rise fall into two separate categories: one Scenario Pack and one Adventure Pack. Fall of the Dark Star is a new Scenario Pack that introduces an entirely new scenario along with thirty new adventure cards and a new ten-card story deck that correspond to the new scenario. The Mountains Rise, on the other hand, is an Adventure Pack that can be added to any scenario with new adventure cards, assets, and skills. Each expansion also includes new combat tokens and a new hero, giving you new ways to experience Terrinoth every time you play!
Fall of the Dark Star
The coming of the dark star has long been foretold among the dark prophets of Terrinoth. When it falls, they say, an age of darkness will overtake the world, and its coming shall be heralded by a rain of dark shards that corrupt every stout and honorable soul. This dark and corrupted Terrinoth becomes the focus of your struggle to survive with theFall of the Dark Star Scenario Pack.
Like other Scenario Packs, Fall of the Dark Star introduces an entirely new scenario to your games of Runebound with a substantially different experience. There is no evil nemesis that must be destroyed to restore peace; your goal is simply to become the strongest and survive for another day. Over the course of the game, you’ll collect more and more dark shards. These dark shards boost your health, but they also force you to draw from a deck of brand-new corruption cards. Each of these corruption cards offers a drawback—for instance, Darkening Sight raises the requirements of each exploration quest and Exiled forces you to become delayed whenever you enter a town or stronghold.
You might think that increasing your health isn’t worth the trouble of taking corruption cards, but you’d be wrong—at the end of Act 2, the dark star falls to earth, and all heroes are immediately transported to the Cursed Ruins. There, the heroes enter a final, brutal combat against each other. Brief alliances may form in the chaos of battle, but in the end, only the last hero left standing will win the game!
Fall of the Dark Star also includes its own unique set of adventure cards. Within this Scenario Pack, you’ll find thirty new adventure cards: ten for each of the three archetypes. You may battle a Starborn Specter or travel to the Howling Valley in search of a fallen dark shard. Meanwhile, a new deck of story cards drives the scenario forward, raising the stakes as you search for the dark shards that fall from the heavens. Finally, you’ll find an entirely new hero, Zyla, a being from the Aenlong realm whose otherworldly powers have led her to become a hero of Terrinoth. Her strange powers are partially represented by the addition of a new symbol on her combat tokens—we’ll explore Zyla and the rest of this expansion more in a future preview.
The Mountains Rise
In the wilds of Terrinoth, strange beasts have begun to gather. Innocent townsfolk hurry home at night, barring their doors behind them, as bloodthirsty, savage creatures venture farther and farther from their lairs in search of their next meal. The realm has called upon its greatest heroes to venture into the hills and mountains to confront this threat. Only the most stalwart will return with The Mountains Rise Adventure Pack!
Like other Adventure Packs, The Mountains Rise offers new cards that can be incorporated into any existing scenario to dramatically change the flavor and feel. Fifteen new adventure cards (five per deck) introduce new enemies, events, and quests: you may need to test your might in battle against a troll or decide if you will aid a band of smugglers sneaking into the city.
Of course, it’s not just adventure cards that you’ll find in this Adventure Pack. Twenty new asset cards and ten new skill cards give you dozens of new ways to customize your hero. Many of these new assets come with new combat tokens, some of which introduce new combat symbols to the game—ensuring that your Runebound battles will never be the same. Whether you fight with an Oak Staff or create a Cacophony as you enter battle, these new assets and skills give you the creative space to forge a unique hero in every game. You’ll even gain an entirely new hero—Nanok of the Blade, a warrior who eschews armor in favor of the pure thrill of battle. We’ll take a closer look at all the contents of The Mountains Rise in a future preview.
Corruption and Monsters
In the world of Terrinoth, danger is never more than a step away. Monsters are common; evil forces work ceaselessly to destroy the righteous. Yet with this danger comes a world of adventure, opportunity, and glory. Forge your own story with Fall of the Dark Star and The Mountains Rise, two new expansion for Runebound available now at The Wandering Dragon!
Descent: The Chains That Rust
You have traveled these accursed lands for far too long. Bound here by Kyndrithul, the manic vampire lord, your bodies and souls are his ongoing experiment. Something foul taints your blood. You are both living and dead—a little of both or perhaps not quite either. Regardless, you now know your last hope for a remedy. If you will ever escape, Kyndrithul must die.
Fantasy Flight Games is proud to announce The Chains That Rust, a new expansion for Descent: Journeys in the Dark!
Your journey thus far has taken you deep into the Mistlands and the domain of Waiqar the Undying. In this land of shifting mists, uncertain footing, and terrifying undead, you are certain of little. The heroes that you’ve fought alongside for years seem suddenly alien and unknowable. Spirits loom up out of the fog and vanish moments before they touch you. Even the air you breathe seems to be worming its way inside you, tainting your blood and binding you to the Mistlands with indelible bonds. More and more, you are sure of only one thing: you must find a way to escape.
The heroes’ adventures through the Mistlands continue with The Chains That Rust, a new Descent expansion that pits your might against ever more deadly dangers. Within this expansion, you’ll discover an entirely new one-act campaign that can be played on its own or as a sequel to the campaign included in Mists of Bilehall. New Tainted cards and a new Overlord class give the overlord player new tools, even as eight plastic figures swell his armies with new monsters. Finally, you can stretch beyond your hero’s traditional Class decks for the first time with the addition of hybrid classes!
Where Warriors Go to Rust
Playing off of the themes first introduced in Mists of Bilehall, the Mistlands are no less dangerous in The Chains That Rust. As in Mists of Bilehall, the noxious mists afflict each of your heroes with new Tainted cards. Although a Tainted card may initially seem to give your hero the benefit of extra health, its true, insidious nature is only revealed after you’re knocked out. After your hero is knocked out, the Tainted card is flipped over to reveal a dangerous effect, such as Dream Walk . Worst of all, you also become tainted, which means you can only recover damage through untainted heroes and heroic feats.
It’s not just the mists you have to worry about as you seek to free yourself from bondage to Kyndrithul. The very ground beneath your feet may shake and give way with the addition of crumbling terrain and old walls might suddenly fall to reveal an undead monster stalking you. You’ll also have to face the horrors unleashed by an entirely new Overlord class—the Soulbinder.
Soulbinder cards offer a variety of powerful effects, but they all start with Ties that Bind. Once you’ve purchased this card, it remains in play for the rest of the campaign. By exhausting this card after a monster is defeated, you can bring the Scourge servant into play. Servants were first introduced by the Manor of Ravens expansion, and in The Chains That Rust, you can use the Scourge to help your monsters crush the heroes. Called forth from the souls of dead monsters, the Scourge is slow-moving and deadly in a fight. What’s more, it can quickly increase the level of fatigue that the heroes suffer—whenever a hero adjacent to the Scourge suffers fatigue, you can choose another hero to suffer a fatigue! With such dangerous effects, your opponent will want to kill the Scourge quickly, but if they do destroy it, you can simply summon it again as soon as a different monster is slain.
The mists obscure many things from the heroes’ sight. A flicker of motion may be a reed bowing in a phantom wind, or an undead creature scuttling past. You’ll find three brand-new monster groups within The Chains That Rust, and each poses unique dangers to those who battle against them. One such group is the shambling colossuses—monstrous undead constructs, created by the arts of foul necromancy and animated by hate and agony. A single blow from the bony spur of a shambling colossus can puncture a hero’s body, leaving him drained and empty.
Some of these shambling colossuses undoubtedly answer to the marrow priests. These monsters are priests utterly devoted to the worship of death. Their fanaticism has given them unnatural resilience and power, which makes them powerful enemies. Unlucky heroes may even be forced to contend with the dispossessed—bands of spirits that have gathered together into a vengeful whole. These ghosts flicker through the Mistlands, choosing their targets and driving them mad with fearful, spectral visions.
Moreover, the heroes will face three lieutenants over the course of the campaign. These lieutenants—Kyndrithul, Zarihell and Ardus Ix’Erebus—were already featured in the Mists of Bilehall expansion, but even if you’re planning on playing The Chains That Rust as a standalone expansion, you can benefit from adding these Lieutenant Packs to your collection.
The Rules Have Changed
Though most of the new cards and content in The Chains That Rust are focused on the overlord player, one crucial aspect massively increases the options available to the hero players: the addition of hybrid classes. These new classes allow you to bring a Class deck from one archetype to a hero from a different archetype, massively increasing the number of classes you’re able to choose from at the beginning of any campaign.
For instance, as a Scout, you may choose to take the new Monk hybrid class. The first Class card for this class is Greater Calling, which reads, “When you gain this card, choose 1 standard Class deck belonging to the Healer archetype. When you spend experience points, you may purchase skills from either Class deck, excluding cards with an XP cost of 3 from the chosen standard Class deck.” Not only does this allow your Scout to immediately gain a Healer Class deck, along with all of that deck’s starting Class cards and items, you also gain access to three powerful Class cards from the Monk Class deck to give your hero a unique identity.
For instance, you may purchase Inner Balance, which you can use to heal your allies’ conditions and boost your attributes. Openhanded rewards you with greatly increased attacks for daring to attack your enemies with your bare hands. Finally, you may take a Vow of Freedom, eschewing traditional weapons or armor in exchange for the ability to dramatically increase the power of your attacks and defenses.
Three other hybrid classes in The Chains That Rust give every hero archetype access to hybrid classes, and your options for customizing your hero have never been more open. Whether you take the holy vows of a Monk or wield sword and magic interchangeably as a Battlemage, these hybrid classes offer new tactics for every hero.
Break Your Chains
The Mistlands have tainted your blood and enslaved your body, but they have not yet broken your spirit. Fight for freedom and bring down the power of the Mistlands with The Chains That Rust, a new expansion for Descent: Journeys in the Dark, available now at The Wandering Dragon!
Specters of Nevermore
Summon the Never–Were. The lure of untold mystic power consumes you. Delving ever deeper into your fascination with Plutonian shores, you have summoned into service the eerie and powerful specters of Poe’s gothic horror characters. Armed with the powers of the “Never–Were”, you intend to reign supreme, forevermore.
Specters of Nevermore, an expansion for the casual card-drafting game Nevermore, introduces twelve unique player characters based on the literary characters in Poe’s works: Dr. Tarr and Prof. Fether, The Imp of the Perverse, Dupin, Lenore and more. Each offers cool abilities for players, one for their human form and a second for their raven form, should they be turned into such. Characters are chosen in a draft, allowing players to select a character best suited to their play style.
In addition, the set includes premium resolution tokens — full-color clay poker chips — to replace the chipboard versions that came in the base game.
Don’t Mess With Cthulhu
Don’t Mess with Cthulhu is a social deduction game with secret identities. Players are either Investigators trying to keep Cthulhu from waking and controlling the world, or Cultists that want to bring the world to a disturbing end.
The game takes place over four rounds. The Investigators must uncover all the Elder Signs to win; the Cultists win when Cthulhu is revealed or if the game ends before all the Elder Signs are discovered.
Before each round players receive a number of Investigation cards, which they look at but then shuffle and put in front of themselves so they know what cards they have, but they don’t know which card is which. Each round has a number of actions equal to the number of players in the game. Players take actions to reveal Investigation cards, and gather all unrevealed cards are shuffled an redistributed evenly among the players.
Reveal Cthulhu, and the Cultists win instantly. Reveal all the Elder Signs, and the Investigators win. If you want to play multiple rounds (it’s highly recommended), the losers in each game get Insanity tokens. Get three tokens, and the night is over with the winner(s) being those most sane.