LOAD, Railroad Revolution, Days of Ire, Antares and More!
LOAD: League of Ancient Defenders
LOAD is a miniature game of epic clashing action! In LOAD, players take control of mighty group of heroes separated in 2 teams, clashing in head-to-head fights, all in an attempt to wreak enough havoc on their opponent’s base and force them to surrender! Your army ranges from lowly creeps to powerful heroes, each with their own roles to fulfill. It is up to you to use their unique skills and abilities to best your foes on the open field. In LOAD you will coordinate attacks, daringly step through dangerous forest to reach other lanes and assist your heroes, all in attempt to reach opponent’s base and secure victory.
In 30-90 minutes, you will use abilities of your heroes by rolling dice to damage opponents heroes and base.
Heroes are represented by 32mm scale models and Lane creeps by 28mm scale models that are moved around the board to establish tactical dominance.
Ambition and a thirst for wealth have driven humanity to strive for ever greater progress. In America, during the 19th century, battles were waged between huge railway corporations that sought to connect state to state and coast with coast… making themselves filthy rich in the process. Railroad Revolution drops you straight into the middle of these tempestuous years; a time that changed America forever.
In Railroad Revolution, you will manage your own railroad company, ruthlessly competing to be the most powerful railroad tycoon across all America. You will build railroads, establish stations in your connected cities, expand the network of telegraph lines, and chase your objectives, increasing the value of your company with every action you take.
You start with mainly a team of non-specialized workers, but during the game you can hire additional ones with specific skill sets. The cost or effect of an action is determined by the type of worker that does it. To complete your company objectives, you will have to remove some of your workers from your active pool, promoting them to managerial positions. You must carefully assign each of your workers to perform the right action at the right time in order to exploit their specializations in the best way. You need to decide which ones to promote and which are instead still needed to take actions, as your priorities will change from turn to turn.
Days of Ire: Budapest 1956
It’s 1956, and waves of protest in Poland are once again showing cracks of the Eastern European communist bloc. Emboldened by these signs, students and intellectuals in Budapest, the Hungarian capital, organize a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks a violent response is provoked, thus sparking the Revolution of the 23rd of October.
One player takes charge of the Soviet forces trying to shape the headlines to his liking and uses the militia and snipers of the State Protection Authority to stop the revolutionaries at all cost. The other player(s) (from 1-3 opponents) co-operatively play as the ringleaders of the revolutionary forces collecting resources (represented as icons on their cards) and recruiting other fighters to ensure the revolution’s events end up in favor of their side, while fighting off tanks and soldiers in this exciting, historically inspired card driven game.
Days of Ire: Budapest 1956 is played over seven days — the last week of October 1956. The Soviet commander plays headline cards at the beginning of every turn, gathering Command Points and triggering effects that sometimes help, sometimes hinder the revolutionary effort. This card-play, reminiscent of well-known card-driven wargames (CDG) such as Twilight Struggle or Labyrinth: War on Terror, is what drives the tempo and the strategic thrust of the game. The other player(s) form the revolutionary side. They collect cards and fighters for two reasons: to resolve events for boosts to their side, and to fight off militia, snipers, and Soviet tanks in a drastic fight for survival. They have to manage their positions while spreading across Budapest, carefully dividing their actions as a team and always keeping an eye on their morale lest they run out of cards. This team-playing aspect — reminiscent of highly successful cooperative games such as Pandemic — guarantees ease of access to players who would otherwise be more intimidated by a traditional CDG.
If any of the revolutionary ringleaders suffer too many wounds, or if they fail to resolve enough events by the end of the game, history changes and the revolution falls. But if they keep the streets of Budapest free from oppression, the revolution lives on, to fight another day.
Historical Note: In real life, the revolution succeeded, and Hungary was free for less than a week. On the 4th of November, the Soviet forces quickly recaptured the country, but that is a subject for a different game…
Beyond the Gates of Antares: Strike on Kar’A Nine
Strike on Kar’A Nine is a new introductory set for Beyond the Gates of Antares containing forces for both the Algoryn and the Concord, with dice, rules and templates plus a fold-out battle mat and cut-out terrain – everything you need to get started with the game.
Thanks to the order dice draw system, every battle is a tense affair with both players constantly being involved in the action. Both epic defeats and narrow victories will be enjoyable when you venture Beyond the Gates of Antares. Prepare yourself for an exhilarating adventure!
The full colour Getting Started book is designed to coach you through, making your first steps as exciting and as simple as possible, with a series of scenarios that gradually introduce the mechanics of the game. Each scenario introduces new rules, culminating in a final battle using everything in the box where you will be able to use all you have learnt.
Beyond the Gates of Antares Dice Game
The ancient Gates of Antares link or isolate worlds across countless galaxies. The evolved panhuman races wage unending war to control the Gates and the undiscovered systems beyond.
Take on the battling forces of the Concord IMTel, the symbiotic Isorians, the bio-adapted Boromites, the twisted Ghar Empire or the warlike Algoryn Prosperate to claim control of the Gates that lead to new planetary systems to trade and colonise.
With each faction bringing a unique twist to the otherwise simple rules, roll the Skirmish dice to score victories on your campaign and claim the Gate. Each player’s round represents a military offensive that will give the chance for scoring victories, but be aware of the Fate dice opponents will play against you as they can twist your results and turn a clear victory into a total failure!
For centuries, the factions have been at war. However, it wasn’t until recently that they discovered the ability to create a bomb so powerful as to destroy entire planets. But now the secret is out, and it’s a race to see which faction will crown themselves as the superior race.
Players will take turns flying (flicking) their space ships around space, collecting energy to power up space bombs and eradicate their enemies.
The goal of the game is to be the player with the most points at the end of the game proving that their alien species is the supreme race.