Fate of Akalon: Tribes, The Others, New Ticket to Ride, Andor, PACG, Star Trek and More!

Fate of Akalon: Tribes

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From our good friend Jeff Hale and Foursight Games comes the combat card game, Fate of Akalon: Tribes!

Fate of Akalon: Tribes is a 2-4 player combat card game set on the dying continent of Akalon. Players control a tribe of fantasy races in a struggle for survival. Each turn a player will play a card to the battlefield and compare combat values. The winner’s card goes to their discard pile, the loser’s card to that players cemetery. The winner is the first player to send 30 points worth of combat value to their opponent’s cemetery. Each race’s deck contains unique thematic powers to influence the combat values when played.

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Fate of Akalon: Tribes is a quick, thematic card game that surprises with depth of play belying its simple mechanisms.


Legends of Andor: Journey to the North

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After many years of living in peace, the heroes of Andor receive a new cry for help — this time from the distant land of Hadria. You immediately step aboard an old sailing vessel to embark on a perilous journey to the north. After you have properly equipped your ship, you discover strange islands and must work together to protect their coasts from terrible sea monsters. Soon thereafter you find yourselves in the midst of thunderous storms. You must persevere against the unbridled forces of the sea. And a great secret will be uncovered during your journey.

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This expansion for the highly awarded and beautifully illustrated Legends of Andor offers four legends with new challenges, new heroes, and new creatures. Along with the base game, this is a cooperative role-playing adventure game for two to four players.


Star Trek: Ascendancy

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Boldly go where no one has gone before. In Star Trek: Ascendancy — a board game of exploration, expansion and conflict between the United Federation of Planets, the Klingon Empire, and the Romulan Star Empire — you control the great civilizations of the Galaxy, striking out from your home worlds to expand your influence and grow your civilization. Will you journey for peace and exploration, or will you travel the path of conquest and exploitation? Command starships, establish space lanes, construct starbases, and bring other systems under your banner. With more than 200 plastic miniatures and 30 star systems representing some of the Star Trek galaxy’s most notable planets and locations, Star Trek: Ascendancy puts the fate of the galaxy in your hands.

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The great unknown lies before you; with every turn is a new adventure as your ships explore new space systems, encounter new life forms and new civilizations, make wondrous discoveries, and face challenging obstacles, all drawn from the vast fifty year history of Star Trek. Will you brave the hazards of Rura Penthe to harvest vital resources, race to develop Sherman’s Planet before your rivals stake their claim, or explore the mysteries of the Mutara Nebula on an ever-growing, adaptive map of the galaxy. With an infinite combination of planets and interstellar phenomena, no two games of Star Trek: Ascendancy will ever play the same!

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Ticket to Ride: Rails & Sails

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Ticket to Ride: Rails & Sails takes the familiar gameplay of Ticket to Ride and expands it across the globe — which means that you’ll be moving across water, of course, and that’s where the sails come in.

As in other Ticket to Ride games, in Ticket to Ride: Rails & Sails players start with tickets in hand that show two cities, and over the course of the game they try to collect colored cards, then claim routes on the game board with their colored train and ship tokens, scoring points while doing so. When any player has six or fewer tokens in their supply, each player takes two more turns, then the game ends. At that point, if they’ve created a continuous path between the two cities on a ticket, then they score the points on that ticket; if not, then they lose points instead.

Ticket to Ride: Rails & Sails puts a few twists on the TtR formula, starting with split card decks of trains and ships (with all of the wild cards going in the train deck). Three cards of each type are revealed at the start of the game, and when you draw cards, you replace them with a card from whichever deck you like. (Shuffle the card types separately to form new decks when needed.)

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Similarly, players choose their own mix of train and ship tokens at the start of the game. To claim a train route (rectangular spaces), you must play train cards (or wilds) and cover those spaces with train tokens, and to claim a ship route (oval spaces), you must play ship cards (or wilds) and cover those spaces with ship tokens. Ship cards depict one or two ships on them, and when you play a double-ship card, you can cover one or two ship spaces. You can take an action during play to swap train tokens for ships (or vice versa), and you lose one point for each token you swap.

Some tickets show tour routes with multiple cities instead of simply two cities. If you build a network that matches the tour exactly, you score more points than if you simply include all of those cities in your network.

Each player also starts the game with three harbors. If you have built a route to a port city, you can take an action during the game to place a harbor in that city (with a limit of one harbor per port). To place the harbor, you must discard two train cards and two ship cards of the same color, all of which must bear the harbor symbol (an anchor). At the end of the game, you lose four points for each harbor not placed, and you gain 10-40 points for each placed harbor depending on how many of your completed tickets show that port city.

Ticket to Ride: Rails & Sails includes a double-sided game board, with one side showing the world and the other side showing the Great Lakes of North America. Players start with a differing number of cards and tokens depending on which side they play, and each side has a few differences in gameplay.

The Others: 7 Sins

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In The Others: 7 Sins, the world stands on the brink of apocalypse, as the fanatics of the Hell Club have summoned the 7 Deadly Sins to lay waste to our reality. Slowly the Others have creeped into our lives, corrupting society from within. The city of Haven is the key to their invasion, but it will not go down without a fight, thanks to the actions of the paranormal organization known as F.A.I.T.H. (Federal Authority for the Interdiction of Transdimensional Horrors). Each session of The Others is played with one player controlling the forces of a single Sin, against the other players who control a team of 7 FAITH heroes. The heroes cooperate to survive the Sin’s attacks and accomplish the missions set before them, while the Sin attempts to thwart the heroes in all ways (preferably by destroying them).

The heroes are divided into different classes, each specialized in a different aspect of the game. Leaders are good at helping the other members of the team. Bruisers are excellent melee fighters. Snipers are experts at using guns to put down monsters from a distance. And Fixers have the resourcefulness and knowledge of the occult necessary to resolve supernatural crises that spread through the city. Each hero also has their own stats and unique abilities that set them apart from all others. Knowing when to bring in the right reinforcement can be key to FAITH’s victory.

Corruption is one of the main mechanics of the game. It is both a way for the Sin to consume heroes, and a way for heroes to accomplish amazing feats they wouldn’t be capable of normally. Taking corruption grants heroes powerful bonuses (as long as they keep taking corruption), but when they become fully corrupted, their darkest secrets may come back to haunt them and tear the team from within, or their flesh might simply succumb to the sinful influences.

The Sins player, on the other hand, has access to the different monsters of each Sin, including Abominations, a Controller, and the terrifying Avatar of Sin! These monsters can attempt to destroy the heroes, or simply hinder their progress on their missions. Each Sin provides the Sins Player with a different deck of Sins cards that can be played at different times to surprise players with different effects, often tied to the strategy of each Sin. Yes, because each Sin taints the game with an overarching mechanic that is always in effect. For example, Pride punishes prideful heroes that venture into the streets on their own, while Sloth punishes heroes who try to move quickly across the board. Heroes will need to learn to deal with the different influence of each Sin, which will always stand between them and their mission.

The Sins are also aided by Acolytes, with each session using a different type. These lowly corrupted servants of darkness can fight and stand in the way of heroes, but they also have a once per round special ability that reflects their previous lives. For example, corrupted hobos take equipment from heroes, corrupted nuns corrupt the city districts, and corrupted doctors keep heroes from healing.

There are 7 different stories that players can embark on for each session of The Others. Each of them brings different special rules, different dynamics, and a unique system of branching missions the heroes need to accomplish in order to be victorious. There are Terror stories, which are more straightforward, focusing on action and combat; Corruption stories revolve around the Corruption spreading through the city and the heroes themselves; and Redemption stories rely on saving the city and the few innocents that remain. Each story can be played on a different map setup, which further makes the dynamic of each session unique.

The board used in The Others is made up of several tiles, each depicting a different city district and different configurations of streets. As the city of Haven still belongs to humanity, and it’s the Sins that are attempting to take it over, the heroes can use it to get different benefits each district offers them. For example, they can go to the hospital to heal wounds, to the museum to get rid of corruption, to the RavenCorp tower to get new equipment, or to the police station to call in an orbital strike. What districts are available on each map, and their location, can greatly change the dynamic of the game.

As the game progresses, and depending on how badly the heroes fare against storyline plot twists and developments, the Apocalypse Track will advance, making the Sins gradually stronger and more terrifying. Apocalypse cards, tied to the type of story being played (Terror, Corruption, or Redemption) introduce new twists and challenges to the game, even bringing in the members of the Hell Club themselves!

Heroes will die. Either in noble sacrifice, torn apart by claws and tentacles, or consumed by the corruption welling up in their souls. The question is whether the FAITH team will manage to fulfill their final mission in time, or whether the Sins will reign supreme over humanity.


Mystic Vale: Vale of Magic

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The forces of nature and Gaia’s blessings are not enough to stop the curse from spreading throughout the Valley of Life. The druidic clans are now harnessing the power of arcane magic to repel the blight and heal the land. While arcane magic offers tremendous power, it can quickly overwhelm those who are unable to control it.

The Vale of Magic Expansion adds new advancement and vale cards to the base Mystic Vale game, giving players more card crafting options and exciting new possibilities for powerful combos!


King of New York: Power Up

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With King of New York: Power Up!, Captain Fish, Sheriff, and their fellow monsters now have two unique sets of evolution cards (112 cards total) for both King of New Yorkand King of Tokyo — and a new challenger joins them: Mega Shark!

With this expansion, rolling 3 hearts (not necessarily on the same turn) allows you to draw a card and access violent new powers. What’s more, fans of King of Tokyo: Power Up! can now mix monsters from both games to compete for supremacy over Tokyo with evolution cards.


Pathfinder Adventure Card Game: Mummy’s Mask

On the Threshold of Discovery! The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lie just beneath the sun-blistered surface. As modern Osirion opens its tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more malign than others. Can your group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of an ancient tyrant?

This complete cooperative strategy game pits 1 to 4 heroes against the monsters, curses, and traps of the Mummy’s Mask Adventure Path. Choose your character’s class, build a deck of equipment, magic, and allies; and explore dangerous locations as you journey through an exciting fantasy tale. As your adventures continue, your characters add unique gear and awesome magic to their decks as they gain incredible powers, all of which they’ll need to challenge more and more powerful threats.

The Pathfinder Adventure Card Game: Mummy’s Mask Base Set includes:

More than 500 cards, featuring 7 character classes, a wide array of gear and magical treasures, and dozens of allies, monsters, and villains from the Mummy’s Mask storyline.”The Half-Dead City Adventure Deck,” which begins your journey through the Mummy’s Mask Adventure Path.


Escape from Colditz: 75th Anniversary Edition

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Colditz Castle – World War II.

An impregnable fortress. An inescapable prison. Until now.

Designed by Major Pat Reid, one of only a handful of prisoners-of-war to escape Colditz Castle, and screenwriter Brian Degas, Escape From Colditz is the iconic game of careful planning and nerves of steel.

Become Allied escape officers – assemble your equipment, plot your escape routes, and coordinate your efforts to avoid the guards. Become the German security officer – maintain control through guile, ruthlessness, and careful observation despite limited numbers.

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This deluxe edition of the classic game for 2 to 6 players includes both original and updated rules, new hand-painted artwork, an oversized board, 56 wooden playing pieces, 100 fully illustrated cards, a 32-page history book, and unique replicas of artefacts from the prison.

Seventy-five years ago, Major Reid braved barbed wire, searchlights, and armed guards to Escape from Colditz. Now it’s your turn to do the same.


Imploding Kittens

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Imploding Kittens is the first Expansion of Exploding Kittens, the award-winning card game that made Kickstarter history as the most-backed project, ever. This Expansion deck includes 20 new cards featuring 6 new types of actions and an Imploding Kittenwhich increases the game from 5 to 6 players.


Tragedy Looper: Cosmic Evil

This second expansion set for the international version of Tragedy Looper contains one new Basic Tragedy Script, and nine scripts that take on two new Tragedy Sets: Prime Evil and Cosmic Mythology. In Prime Evil, experience a classic horror movie setting, chased by werewolves and vampires, while in Cosmic Mythology, gain access to ancient magic left over from an ancient time. It also contains four new characters: Teacher, Soldier, New Student and Cat, and variant versions of the characters Police Officer and Informer.

The two tragedy sets in this expansion are equivalent to the japanese original two expansions Haunted Stage and Weird Mythology. However, the original “Haunted Stage” from 2012 was for this re-release much re-vamped, and saw many changes of plots, roles and incidents.


Dicey Gobins

Dicey Goblins is a press-your-luck dice game in which players take on the role of goblins stealing dragon eggs. The game is played in rounds, and each round consists of series of turns in which players decide whether they will attempt to raid the dragons lair or turn tail.

The game ends when a goblin (player) has collected at least 18 dragon eggs or you’ve played six rounds.

Pass the Pigs: Big Pigs

The fabulous oversized foam swine’s can hit all the pig poses that their little pig dice cousins do!

Set includes (2) oversized foam pig dice, (1) oversized score pad, (1) drawstring pig storage pouch, (1) pencil, illustrated instructions and Pass the Pigs history.


The Lord of the Rings: Journey to Mordor

His enemies laughed at him with a harsh and chilling laughter. “Come back! Come back!” they called. “To Mordor we will take you!”
–J.R.R. Tolkien, The Fellowship of the Ring

The Lord of the Rings: Journey to Mordor, a fast-paced dice game for two to four players that puts you in the shoes of the Fellowship, racing to reach Mordor and stay one step ahead of the Ringwraiths!

Frodo’s quest and his perilous journey to Mordor form the backbone of one of the most thrilling fantasy sagas ever—J.R.R. Tolkien’s The Lord of the Rings. Along the way, the Fellowship was plagued by danger. Orcs ambushed them, wild beasts tracked their movements, and always surrounding them was the ever-present threat of the hunting Nazgûl. Their journey took months, but now, you can experience the thrill of the Fellowship’s desperate race in a fraction of the time with The Lord of the Rings: Journey to Mordor!

Journey to Mordor is a dice game that puts you and each of your friends in the roles of one of the four Hobbits in the Fellowship: Frodo, Sam, Merry, or Pippin. Together, you must travel along the route of the Fellowship, from Bag End and Rivendell, through the deadly mines of Moria, and finally ascending through Shelob’s Lair to reach Mordor and the Mountain of Fire itself. Every turn, you’ll need to press your luck, battling Orcs and staying one step ahead of the Nazgûl that pursue you. The player who makes it to Mount Doom first and destroys the One Ring is the winner, but beware! If the Nazgûl make it to Mordor before you, you’ll be eliminated, and the fate of Middle-earth will rest on your companions.

The Terrible Call of the Ring

At the beginning of a game of Journey to Mordor, you see your treacherous path laid out before you—each player is given a sheet of paper depicting a map of Middle-earth. Across the map, two tracks are traced, leading from Bag End to Mount Doom. One of these tracks is for you to follow, the other is for the Nazgûl that pursue you. To win the game, you’ll need to advance along your track and reach Mordor, but if the Nazgûl outpace you and reach the domain of the dark lord before you, you’ll be eliminated!

On your turn, you’ll roll all five dice and examine the symbols that you receive. You can choose to keep any number of dice, but you must always keep at least one die, and you can’t keep two dice that show identical symbols from the same roll. For instance, if you roll the dice and receive three Ring results, you can only keep one of them. To gain more Rings, you’ll need to roll the dice again and see what happens! You’ll keep rolling the remaining dice on your turn until you’ve chosen to keep all of your dice.

The dice that you roll represent both the heroic efforts of your Fellowship and the forces arrayed against you. Your primary means of moving closer to the Mountain of Fire is by rolling Rings. After you’ve finished rolling dice, you advance one space along your track for each Ring that you’ve kept. Your Ring results are always in danger however—Orcs may ambush you and force you to suffer a crippling delay. If there’s a single uncanceled Orc among your kept dice at the end of your turn, it cancels all of your Rings! Fortunately, you can fight off the Orcs and cancel their dice by keeping Fellowship results. 

The Orcs aren’t all you have to worry about on your journey: the Nine are abroad, and they are hunting ceaselessly for you and your companions. Whenever you roll Nazgûl results on your dice, you must keep at least one Nazgûl from that roll. After you’ve finished rolling dice, each die showing a Nazgûl will cause the Fell Riders to advance one space along a track—but they don’t necessarily need to come after you. By choosing the dice that you keep carefully, you might be able to send your dread pursuers after the other players and prevent them from harrying you.

You can also slow the Ringwraiths’ progress by keeping Gandalf results that you roll. For each Gandalf result that you’ve kept at the end of your turn, you can draw a line to divide a space on the Nazgûl track into two spaces—essentially forcing the Ringwraiths to move further before they’ll reach Mordor. 

By keeping the dice shown above, you advance two spaces along the Fellowship track and divide the first space of the Nazgûl track in two. Then, the two Nazgûl results fill those two spaces.

The final result that you may choose to keep is The White Tree. This result is found only on the black die, which is normally the most dangerous die for you and your fellow Hobbits. If you choose to keep The White Tree, you may immediately stop rolling dice and resolve the dice that you have currently set aside. If you’ve already collected the beneficial results you want, and you don’t want to risk losing everything to the Nazgûl or an Orc ambush, The White Tree can give you just the edge you need to escape. 

Through Fire and Ash

You’ll need caution and intelligence to reach Mordor alive, but you’ll also need to know when to take a risk and act with the utmost bravery. The Nine Riders are on your trail, and you can’t afford to slow down now. Prepare to experience all the excitement of Frodo’s quest in a fraction of the time—you can look for The Lord of the Rings: Journey to Mordor at The Wandering Dragon now!