D&D: Assault of the Giants, Sherlock Holmes, Firefly, Arkham Horror LCG, T.I.M.E. Stories, Marvel Lengendary, Small World and More!

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D&D: Assault of the Giants

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Based on the story first presented in the Storm King’s Thunder adventure from Dungeons & Dragons, Assault of the Giants is a new board game designed by Andrew Parks for 3-6 players. Players will need to command armies of giants as they wage war throughout northwest Faerûn. Order your giants to assault small folk villages and cities to score points and secure resources including food, artifacts, ore, and runes.

Each player issues commands to his or her giants in the form of command cards (recruit, move, attack, pillage, and so on). This allows players to recruit new giants, send them out to attack settlements and other giants, and also to pursue special agendas based upon their race. Each player represents a different giant race (hill giants, stone giants, frost giants, fire giants, cloud giants, or storm giants), each with a different agenda. For example, the Storm Giants seek to restore their lost monarch, King Hekaton. The Cloud Giants seek an ancient dragon treasure trove, and the Hill Giants seek an abundance of food with which to feed their massive monarch, Chief Guh.

Contents include 12 Giants miniatures, injection molded in color, measuring from approximately 60mm to over 90mm in height, and three Giantslayers.

Small World: River World

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In Small World: River World, players discover new maps full of water regions haunted by merciless pirates. Players need to defend their precious harbors against them, fight them on the river, and still keep an eye on their opponents! Some regions such as the shipyard or the temple of the seer may help them to have the upper hand, but in River World, there is still not enough room for everybody. And random events that trigger on each turn add to the chaos!

Small World: River World includes two double-sided game boards, i.e., four maps in total, one for each of the four possible player configurations.

Sherlock Holmes Consulting Detective: Jack the Ripper and West End Adventures

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Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes’ Victorian-era London, England. A “London Directory”, map, and newspaper archives are included with the cases.

Included are six independent “West End Adventures” cases (redesigned and updated from the 1995 expansion), and a series of four new cases based on the Jack the Ripper murders.

Jack the Ripper Cases:

  • Mary Ann Nichols
  • Annie Chapman
  • Elizabeth Stride, Catherine Eddowes
  • Mary Jane Kelly

West End Adventures:

  • The Strange Case of Dr. Goldfire
  • The Murder of Sherlock Holmes
  • A Case of Identity
  • The Death of a Transylvanian Count
  • A Royal Huggermugger at the Savage Club
  • A Simple Case of Murder

Firefly The Game: Crime and Punishment

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Getting’ the job done just got more interesting. Announcing the Crime & Punishment Game Booster for Firefly: The Game

The Game Booster adds 40 new cards to the Misbehave Deck, presenting more hassles, hardships and the rare opportunity to those crews that might indulge in a bit of criminal behavior now and then. Of course, when there’s trouble in the ‘Verse, you can be sure the Alliance won’t be far behind, new Alliance Priority Alerts affect the entire game with sweeping new temporary conditions. The Game Booster also adds two new Story Cards and two new Set Up Cards.

Arkham Horror LCG: The Miskatonice Museum

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The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.

It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn’t gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.

The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you’ll find it marked by a frightening urgency. You aren’t alone within the museum’s darkened chambers; something else stalks the exhibits…

Marvel Legendary: Noir

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Mystery, secrets, and betrayal. Legendary’s 12th expansion steps into a universe where superpowers are replaced by gritty stories. This 100 card small box expansion hosts Heroes, Schemes, and Villains in a way never before seen in the Legendary universe. This is Legendary: Noir.

Monstrous

Olympus is shaking to its foundations. Faith among the mortals is waning and with it the very power of the pantheon. Zeus is in a rage: “Hear me, gods! I command you to send forth my MONSTROUS pets. Make them rain from the sky and erupt from the underworld. We will rekindle these mortals’ faith – through FEAR!”

Monstrous is a game of gods and monsters, fear and faith, dexterous skills and tactical combos.

Players are Greek gods throwing mythical monster cards from their hand onto a shared tableau of ancient Greek locations to gain as much ‘Faith’ as possible. But a strong guiding hand is not enough – cunning use of tactical monster and location powers is the key to gaining the most faith of all the gods, and the favor of Zeus.

During setup, a number of large location cards equal to the number of gods are arranged on the table – these are selected from 12 ancient Greek cities where the insolent humans cower. Locations have special powers and provide Faith when hit by Monsters. Depending on the number of gods playing, each god has a randomly constructed deck of between 7 and 10 out of 12 mythical monster cards, each with their own special power. Each god shuffles and readies these decks, then draws 3 of their monster cards ready to throw at locations and monsters already on the table.

On their turn, a god chooses a single monster from their hand, and throws it (without their hand crossing the table edge) attempting to hit:
1. a location – to use its special power, and any thrown monster power that affect locations, and gain its Faith.
2. other monster cards on the table – to use the special power of their thrown monster on the other gods’ monsters.
3. ideally both at the same time!

Look for the best cards to throw and the best targets to throw at. But beware: monsters may do unpredictable and dangerous things. Some monsters even act like traps on the table, taking effect as soon as they are hit. If Olympus is in play, powerful legendary monsters can be gained for gods to throw too.

Once a god has finished their turn, they draw a new monster and play proceeds to the next god. This proceeds until one god runs out of monster cards completely. Each other god then takes 1 final turn before the god with the highest Faith is declared the winner.

Monstrous blends stunning art of mythic Greece with quick card throwing, fist pumping action and the tactical combos that gods and gamers love. Every game is different and there are optional rules to tailor your MONSTROUS experience for children, team play and longer games with legendary monsters.

And yes, you can release the Kraken.

Cthulhu: A Deck Building Game

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The Elder Gods greet and invite you to participate in trying to save your wretched existence. The stars are aligning soon and only those who have dared to piece together the clues from the mythos even know what’s coming. Do you and your fellow investigators have what it takes to save everything? I think not…

In Cthulhu: A Deck Building Game, you cooperatively work with fellow players (1-6 players) as Investigators to banish the Elder God and his minions by using Moxie (force of character, determination, or nerve) to reduce their health to zero. If you banish the Elder God before he reduces all of the Investigators health to zero you win the game.

There are two phases of the game, a planning and combat phase.

1) In the planning phase, the Investigators activate cards in their hand, research new cards at the Miskatonic University and then ready themselves for final preparation.

2) In the combat phase, the Elder God and his minions attack the Investigators’ health and sanity. Investigators may go crazy or die out right, however, they have a chance to fight back. The Investigators use Moxie to push back the waves of the occult and supernatural.

Building your personal library by researching in the Miskatonic University makes you stronger and is your only hope against the Elders. Keep in mind, every bit of resource used to research is a bit not used against the Mythos. It is a balance you must solve to defeat the Elder Gods.

Elder Sign: Museum Gamemat

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Protect your cards and dice from the horrors of Elder Sign-as well as the imperfections of your tabletop-by playing atop the Museum Gamemat!

With its map of the Miskatonic Museum and its occult exhibits, the 26″ by 26″ Museum Gamemat brings you a step closer to the investigations you’re attempting in your game. You’ll find line illustrations of some of the Museum’s stranger and more terrifying objects, as well as an art nouveau border that encourages you to action with heroic art of two investigators and two monsters.

T.I.M.E. Stories: Expedition Endurance

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1914 NT: What really happend to the crew of the Endurance and their Imperial Trans-Antarctic Expedition?

Prepare yourself for a horrifying journey to the frozen wastes of Antarctica!

In Expedition Endurance, the fourth expansion for T.I.M.E Stories, a temporal anomaly of the worst sort has opened up in 1914, in Antarctica. This is the year that the crew of the Endurance attempted to cross the continent and failed, and your efforts to unravel the mysteries of this temporal anomaly will carry you into a realm where temperatures drop below -40 and, as Bob warns you, there may be supernatural forces at work.

The Investigators of Arkham Horror

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“We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight. We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions, and without bodily motion peer to the bottom of creation.”
–H.P. Lovecraft, From Beyond

An essential tome for all the most daring fans of Arkham Horror, Eldritch Horror, Elder Sign, Mansions of Madness, and the other Arkham Horror Files games, The Investigators of Arkham Horror contains fifty-two short stories with full-color illustrations by more than forty of the industry’s most talented artists.

Discover the hidden secrets of the investigators who risk everything to save humanity from certain doom! With its lavish art and haunting stories, this gorgeous, 264-page, hardcover art and setting book delves deep into the lives of the investigators from the acclaimed Arkham Horror Files games. These men and women explore those parts of our reality that lie outside of what our senses and science can perceive, often confronting beings of such unfathomable power that simply beholding them can shatter the mind. With The Investigators of Arkham Horror, the tales of these heroic men and women gain new focus as they explore 1920s Arkham, the far-flung corners of the Earth, and the strange worlds of the Cthulhu Mythos.

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