Grimslingers, Lotus, Harry Potter, X-Wing, Tanks, D&D, Newish Mansions and More!

Harry Potter Hogwarts Battle

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The forces of evil are threatening to overrun Hogwarts castle in Harry Potter: Hogwarts Battle, a cooperative deck-building game, and it’s up to four students to ensure the safety of the school by defeating villains and consolidating their defenses. In the game, players take on the role of a Hogwarts student: Harry, Ron, Hermione or Neville, each with their own personal deck of cards that’s used to acquire resources.

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By gaining influence, players add more cards to their deck in the form of iconic characters, spells, and magical items. Other cards allow them to regain health or fight against villains, keeping them from gaining power. The villains set back players with their attacks and Dark Arts. Only by working together will players be able to defeat all of the villains, securing the castle from the forces of evil.

 

Lotus

Lotus is a beautiful game that grows into a unique work of art every time you play.

Clear your head and take in the quiet strength of the Lotus garden. It takes skillful care and nurturing to grow these flowers to their full potential, but once picked, they provide their owner with wisdom. Beware, for there are others who will do anything they can to get their hands on these mystical flowers. You’ll need to enlist the help of creatures native to this land to take control of the Lotus garden and achieve true enlightenment.

Grimslingers

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In a land beyond God’s reckonin’ is a place called the Forgotten West — a cursed land of sorts in the American frontier, housing the damned, the mysterious, the unfortunate. You ended up there, God knows why, and you sure ain’t leavin’ anytime soon.

The Iron Witch, a downright mysterious bein’, has turned you into a Grimslinger, a powerful witch imbued with metal, machine, and fancy elemental powers. Now yer maker’s requirin’ all his newly sired to duel each other so that he can make y’all into witches proper for his own purposes.

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Grimslingers is a strategic, sci-fi fantasy western themed card game that features two different modes of play: versus and co-op. In versus mode, 2-6 players go head-to-head in teams or a free-for-all using a wide selection of spells, items and abilities.

In co-op mode, 1-4 players work together through a narrative campaign composed of four 60-90 minute play sessions, battling strange creatures, overcoming intense challenges, collecting loot, gaining levels, and exploring a truly unique wild west.

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Thunderbirds: Above and Beyond

The Hood’s schemes are more deadly than ever before. International Rescue must learn to develop their skills and work as a team under pressure. Fortunately, certain rescues will help our worldwide operation and save more human lives.

Mega Man: Time Man & Oil Man Expansion

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Adds Time Man and Oil Man to Megaman: The Board Game. Includes both figures, level boards for each, minion tokens for each robot master’s level, and 2 additional Megaman figures and decks which expand the game to 8 possible players.

 

Mansions of Madness 2E: Recurring Nightmares and Suppressed Memories plus two New Scenarios!

You will your legs to move, but some kind of paralysis holds you to the ground. A massive, slime-covered beast bears down upon you, it’s shimmering eyes popping in and out as if it were made of…nothing? Strange. These monsters… so familiar. You must have had this dream before. You dodge the pursuing Shoggoth, which slams into the ground beside you before rapidly resuming its attack. It throws its protoplasmic form down again as you beg for respite. Awake…AWAKE. The ground shakes beneath you as the creature nearly misses, and the realization strikes that this may not be a dream as you thought…
No. This is a nightmare you will not be waking up from. 

Expand your Mansions of Madness Second Edition game this fall with two Figure and Tile Collections and four brand new Arkham Horror premium monster figures. All six of these products will deepen your experience in Arkham, whether by reintroducing First Edition monsters and investigators to your Second Edition game, gaining access to alternate scenario maps, or substituting in detailed, pre-painted miniatures. 

The Recurring Nightmares Figure and Tile Collection contains all the monster miniatures, investigator figures, and map tiles from the Mansions of Madness First Edition core game, and Suppressed Memories contains those from the Call of the Wild and Forbidden Alchemy expansions. Combined with the Mansions of Madness Second Edition Conversion Kit, each of these Figure and Tile Collections will give players access to a brand new scenario, which will focus on the monsters and characters from that collection. If you already have the First Edition components, no need to pick up the Collections. You can use your existing pieces to play the new scenarios now!

Recurring Nightmares

The first of the two Figure and Tile Collections, Recurring Nightmares, includes all eight investigator figures, eighteen plastic monster miniatures, and fifteen double-sided map tiles from the Mansions of Madness First Edition core game. Take on the role “Ashcan” Pete, the drifter, and make use of his loyal hound dog, Duke, or assume the attributes of Harvey Walters, the brilliant professor. With Recurring Nightmares in your collection, you may also encounter a host of long-forgotten monsters, such as the fearsome Chthonian or the unpredictable Maniac. 

When you include the First Edition core set or Recurring Nightmares pieces in your game, you will also gain access to a brand new scenario. Tasked with solving the mystery of missing bodies from Hangman’s Hill Cemetery, you and your fellow investigators will need to explore the misty and sinister graveyard. You may find the corpses you seek, dead as they ever were, or perhaps some sinister reanimation of their bodies will find you first.

Suppressed Memories 

The second Figure and Tile Collection brings pieces to Second Edition from both first edition expansions, Forbidden Alchemy and Call of the Wild. Suppressed Memories includes eight investigators, fifteen plastic monster miniatures, and seventeen double-sided map tiles. You may choose to play as Bob Jenkins, the charismatic salesman from Call of the Wild, or the insightful psychologist Carolyn Fern from Forbidden Alchemy. Consider your investigators carefully, because it will take exceptional strength and will to escape a threatening Byakhee or an unsettling Nightgaunt. 

The Suppressed Memories scenario is based on the collection’s Call of the Wild content, meaning those with the original Call of the Wild expansion will be able to play as well. Adding the Forbidden Alchemy expansion as well, however, will increase the number of scenario variants available to you. Fans of the original game may recognize this scenario as a reimagining of a First Edition scenario, featuring the return of Zebulon Whately and an attempt to interrupt a sinister happening in Dunwich. You won’t know exactly when your time is nearly exhausted, though, so tensions are sure to run high as you race to stop your occult enemies from carrying out their task.

The Never-ending Hallway

Your journey through these Lovecraftian scenarios may provide you some solace, but with so many doors to open, alleys to reveal, and secrets to uncover, the unsettled feeling of fear and anxiety may never leave you be. With such an immense world of characters, locations, and scenarios to experience, you may find the desire to fight the evils within Mansions of Madness Second Edition a difficult one to satisfy in its entirety. 

You Gotta Be Kitten Me

You Gotta Be Kitten Me! is a Liar’s Dice-style bluffing game in which players each hold cards that feature animals with some kind of accessory, such as hats, glasses and bow ties. Each turn, you try to guess — or at least claim — how many cards are in play with a certain color or accessory, either by raising the current bid or challenging another player. Whoever’s wrong loses a card, then you start a new round of play. The last player with cards remaining wins!

D&D: Storm King’s Thunder

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The Giants have returned to the Forgotten Realms in force as they clash with dragons and one another in epic battles for glory and territory, while humans and other small folk caught in the middle try to find a way to survive amid the upheaval.

 

Star Wars X-Wing: Wave 9

“Stay in attack formation!”
–Darth Vader

Set your course. Fly at the enemy. Take aim, and fire!

Fantasy Flight Games is proud to announce the upcoming release of four new Wave IX starship expansions for X-Wing!

Even as Wave IX introduces a wealth of starfighters and pilots taken from The Force Awakens, Star Wars Rebels, and the new canon, it reinforces the game’s emphasis on skillful maneuvering and the importance of catching your enemies squarely in your firing arc.

  • ARC-170 Expansion Pack
  • Special Forces TIE Expansion Pack
  • Protectorate Starfighter Expansion Pack
  • Shadow Caster Expansion Pack

From left to right: ARC-170, Special Forces TIE, Protectorate starfighter, and Shadow Caster

Between these four expansions, you will find zero turrets. Instead, you will find two auxiliary firing arcs, one mobile firing arc, and a starfighter with zero shields… whose pilots practice flying straight at their foes. And there is plenty more to this wave than just its ships. You will also meet Poe’s mother, discover new First Order tech, welcome a handful of Mandalorians to the Scum faction, and gain the ability to fly Sabine Wren as a Scum bounty hunter.

ARC-170 Expansion Pack

The Rebel Alliance recovered, repaired, and retrofitted a handful of ARC-170 starfighters during the Galactic Civil War. Though somewhat antiquated, the ship was still a force to be reckoned with, featuring powerful cannons, heavy shielding, and a tail gunner.

The ARC-170 Expansion Pack introduces this starfighter to X-Wing as a somewhat sluggish vessel with six hull, three shields, and one agility. It flies well at slower speeds, but struggles at higher speeds, featuring six green maneuvers at speeds “1” and “2,” even while four of its seven higher-speed maneuvers are red.

Meanwhile, as with all the ships in Wave IX, the ARC-170 rewards you for catching your foes within its firing arc, even if that arc is its auxiliary arc. Even though the ARC-170’s primary weapon boasts an unmodified value of just “2,” you can give it an Alliance Overhaul to boost its attacks from its primary firing arc by one die or to change one result to a whenever you perform an attack from its auxiliary firing arc.

Additionally, the expansion comes with four ship cards that introduce four new aces, including Poe Dameron’s mother Shara Bey , who flew as Green Four during the Battle of Endor. Its nine new upgrades allow you to take advantage of the unique pairing of crew and astromech upgrade slots.

Special Forces TIE Expansion Pack

Only the First Order’s most elite pilots were authorized to fly this specialized two-seater TIE craft. Outfitted with enhanced shields, weapons, and sensor systems, each Special Forces TIE fighter had a dual heavy laser turret mounted to the bottom of its fuselage. In conjunction with a warhead launcher, this turret made the fighter’s weapons far more threatening than the standard TIE/fo fighter’s and granted the ship an extra measure of defense against threats to its rear.

Although it looks almost identical to the TIE/fo fighter, the Special Forces TIE is an entirely different vessel, trading away a point of agility in favor of two extra points of shields, and boasting an entirely different maneuver dial.

Moreover, while both ships feature a primary attack value of “2,” the comparison between the two ships’ offensive capabilities quickly breaks down. First of all, the Special Forces TIE can equip a missile upgrade. Then, more importantly, the Special Forces TIE can equip the Special Ops Training Title for free. Like the Alliance Overhaul for the ARC-170, this upgrade allows you to add an attack die to any attack you make from your primary firing arc. On the other hand, if you choose to forsake the extra attack die, your Special Ops Training makes it possible for you to take shots from both your primary and auxiliary firing arcs in the same round.

To ensure that your squad benefits as much as possible from your Special Forces TIE and Special Ops Training, the Special Forces TIE Expansion Pack introduces four new pilots, including two unique aces, and five upgrades. Notably, since the Special Forces TIE features slots for both a systems and tech upgrades, you will find new cards for both these slots included in the pack.

Protectorate Starfighter Expansion Pack

Also known as the “Fang fighter,” the Concord Dawn Protectorate starfighter was a fast and sleek Mandalorian vessel custom-built for fighter combat. Equipped with a hidden torpedo launcher and pivot wings that provided vector thrust control, the Protectorate starfighter lent itself well to its pilots’ aggressive approaches. They leveraged their ship’s unmatched agility and narrow attack profile to execute the deadly head-on charges of the Concordia Face Off maneuver.

Pulled from Star Wars Rebels and the pages of Star Wars: Kanan, the Protectorate starfighter enters X-Wing as one of the most potent—and most deceptively simple—vessels in the Scum and Villainy fleet. It boasts a healthy and aggressive stat line of three attack, three agility, and four hull, and it grants its pilots access to the focus, target lock, barrel roll, and boost actions.

But while the ship’s range of actions and maneuver dial, combined with its lack of shields, suggest that it should be a classic arc-dodger in the vein of the A-wing and the TIE interceptor, its pilots, like Fenn Rau, tend to favor brash, head-on charges. Accordingly, among the expansion’s six ship cards and two upgrades, you will find no fewer than four cards that reference “Range 1,” and three that reward you for flying straight into your opponent’s firing arc.

Shadow Caster Expansion Pack

The signature starship of the young and ambitious bounty hunter Ketsu Onyo, the Shadow Caster was agile and powerful, but lightly shielded, trading heavy ray shielding for speed. In addition to its laser cannons and swivel-mounted, pilot-operated turret, the craft was equipped with a powerful multi-directional tractor beam.

Both the Shadow Caster and Ketsu Onyo make their way from Star Wars Rebels to X-Wing with the Shadow CasterExpansion Pack. They arrive to the Scum and Villainy faction along with four ship cards and twelve upgrades that afford you myriad options for outfitting your Shadow Caster with different crew and illicit upgrade combinations.

Importantly, the Shadow Caster Expansion Pack also introduces some new rules and possibilities to your X-Wingbattles. Instead of a full 360-degree turret, the expansion’s Lancer-class pursuit craft comes with a mobile firing arc. Indicated by a token that lays over the ship’s base, this mobile firing arc can occupy any of the four quadrants indicated on the ship’s base, and a pilot can use the rotate arc action to move it to any other quadrant.

This affords the Shadow Caster some of the advantages of a turret even while preserving a distinctive—and more point-efficient—playstyle, and as you might expect, each of the expansion’s three unique pilots can put this mobile firing arc to good use, including the new Scum version of Sabine Wren.

Additionally, the Shadow Caster Expansion Pack and its upgrades allow you to litter the battlefield with debris tokens, upgrade your Shadow Caster with the abilities of each IG-2000 in your squad, and force your opponents to suffer the lingering effect of tractor beam tokens that are not removed during the end phase. In other words, the expansion is going to ensure the Scum faction stays updated with all the most devious tricks.

Meet the Enemy Head-on!

“This is gonna be fun. Very fun.”
–Sabine Wren

Will Wave IX and its starship expansions prove to be the perfect balance of innovation and classic design? Only time will tell, but for now, we know that it promises to add plenty of excitement through its variety, even as it keeps yourX-Wing dogfights squarely focused on the basic principles of maneuvering, aiming, and firing.

Auxiliary firing arcs. Mobile firing arcs. Ships that want to fly into their enemies’ firing arcs. Ordnance and upgrades that can literally change the shape of the battlefield. New aces pulled from the expanded Star Wars canon. Wave IX is coming, and there is only one good way to meet it—head on.

 

Tanks: Tank Expansions

Just Released:

TANKS: British Sherman Firefly Tank Expansion

TANKS British Cromwell Tank Expansion

TANKS British Comet Tank Expansion

TANKS Soviet T-34 Tank Expansion

TANKS Soviet SU-100 Tank Expansion

TANKS Soviet IS-2 Tank Expansion

TANKS Soviet ISU152 Tank Expansion