Ethnos, Sojourner Tales, Mistfall, Unfair, Tower of London, Adventures in Middle Earth and More!

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Ethnos

In Ethnos, players call upon the support of giants, merfolk, halfings, minotaurs, and other fantasy tribes to help them gain control of the land. After three ages of play, whoever has collected the most glory wins!

In more detail, the land of Ethnos contains twelve tribes of fantasy creatures, and in each game you choose six of them (five in a 2/3-player game), then create a deck with only the creatures in those tribes. The cards come in six colors, which match the six regions of Ethnos. Place three glory tokens in each region, arranging them from low to high.

Each player starts the game with one card in hand, then 4-12 cards are placed face up on the table. On a turn, a player either recruits an ally or plays a band of allies. In the former case, you take a face-up card (without replacing it from the deck) or the top card of the deck and add it to your hand. In the latter case, you choose a set of cards in your hand that match either in tribe or in color, play them in front of you on the table, then discard all other cards in hand. You then place one or more tokens in the region that matches the color of the top card just played, and you use the power of the tribe member on the top card just played.

At the end of the first age, whoever has the most tokens in a region scores the glory shown on the first token. After the second age, the players with the most and secondmost tokens score glory equal to the values shown on the first and second tokens. Players score again after the third age, then whoever has the most glory wins. (Games with two and three players last only two ages.)

Unfair

Build the city’s greatest theme park, whatever it takes!

Mix your favourite themes, from Pirate, Robot, Vampire, Jungle, Ninja, and Gangster. Build attractions and upgrade them to match blueprints, stack up towering rides, or simply make the most cash.

But watch out – your competitors may pay off the safety inspectors to close your rides or hire hooligans to vandalise your park! How will you get revenge?

Whatever happens, it’s bound to be Unfair.


Over the course of 8 rounds, you play Event cards to help yourself and hinder your opponents, build Attractions and Upgrades using Park cards, and match your park to Blueprints.

Your goal is to build the highest-scoring park at game end, using three main ways to score:

  • building your park to match Blueprints
  • building impressively tall Attractions with lots of Upgrades
  • buying your way to victory with good old fashioned cash

You might hire staff to help you, or build a Super Attraction with a unique ability. Bribing officials and blackmailing politicians is also possible, but entirely optional.

 

Sojourner Tales

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Tracy & Laura Hickman’s storytelling board game that turns your e-reading device into a portal of adventure and imagination.

Use strategy and wits as you discover and collect the parts of your mysterious story, then be the first to complete the epic adventure. The tale is different every time you play … or you can download new Sojourner Tales to play from the website at sojournertales.com!

Beginning with the player holding the Lead Player token (Lead Player), players perform each turn in two rounds of play: a Journey round (movement) and a Story round.

Movement is by die roll down paths connecting ‘locations’ and ‘Chapter Disks’ situated on event spaces around the board. Players moves either allow them end movement on locations or ‘Chapter Disks’. If there is another player’s token on the end movement space, both players ‘dual’ for control of that space, the winner determining which of them will move 1-2 spaces forward off of that space. ‘Chapter Disks’ may be picked up off the board in the next round in which case that space is no longer counted for movement, thus offering diminishing options for movement as the game progresses.

Once all player tokens conclude movement, the Story round begins with the Lead Player. Players on ‘Chapter Disks’ of another player’s color end their round. Players who are on face-up ‘Chapter Disks’ of their own color take them off the board and put them on a display card in front of them. If they have as many ‘Chapter Disks’ as the current ‘chapter’ marker on the board, then they have an Epic Story’ event (referencing the ‘chapter’ and ‘scene’ markers on the board for the entry number) and become the Lead Player. Otherwise, they have a ‘Twisted Tales’ event, combining two cards from the ‘twisted’ deck and a third card from the ‘Tales’ deck into a short plot description.

Both Epic Story Events and Twisted Tales events generate a Tales reference number which another player at the table looks up in the Sojourner Story Book. This Story Book is either a paper book included in the game OR it is an ebook file (epub or mobi format) which has been downloaded from our website. This Story Book is the story engine of the game. Each entry may offer a particular challenge to the player, forward the ‘Chapter’ and ‘Scene’ markers on the board or grant ‘Destiny Cards’ which players may use to better their position or hinder other players during the game.

Optional rules permit creative players to generate their own ‘generic story’ extemporaneously during play.

Generally, the objective is to obtain five ‘Story Disks’ of your own color to win the game. You battle other players and the Tales Book entries as well to achieve this. The conclusion finishes the story and declares the winning storyteller.

Adventures in Middle Earth: Loremaster’s Guide

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The quest that began in the Player’s Guide continues in this lavishly illustrated, hardcover Adventures in Middle-earth Loremaster’s Guide. Packed with information, this volume is a hugely valuable resource for your games.

Adventures in Middle-earth Loremaster’s Guide contains:
• Extensive setting information for Wilderland
• A comprehensive guide to Lake-town
• Advice for before the game begins on theme and building your character group
• Notes on the Adventuring phase, inspiration, rests and more!
• Expanded journey rules, including guidance on narrating Middle-earth journeys
• Information to help you create your own journey tables
• A guide to creating and playing NPCs, and a gallery of NPCs for your games
• A Wilderland bestiary of adversaries
• New rules for customising monsters and using scenery in battle
• Notes on treasure in Middle-earth, magic items and weapons
• A guide to offering expanded magic options
• Advice on running the Fellowship phase, patrons, sanctuaries and undertakings

 

Takenoko: Chibis Collector’s Edition

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BIGGER, BETTER, ABSOLUTELY FANTASTIC!

Your Chibis expansion is now in Collector’s Edition.

Well done gardener, you have splendidly performed your duties by taking care of the imperial panda. As a reward, the Chinese emperor hands you over a second animal’s care and not just any one! You will need to try twice as hard to take care of the couple… and also their babies!

The new resident of the bamboo plantation gives you access to new objectives and actions. Miss Panda is a lot less greedy but she can give birth to adorable babies! Brighten up your garden with new plots and create a little paradise on earth for all the members of this little family!

Contains:
Miss Panda statue
9 Baby Panda tokens
18 new Objective cards
6 new Plot tiles
Rulebook
17 additional Bamboo sections

 

Mistfall: Heart of the Mists

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Mistfall: Heart of the Mists is is a fully cooperative card-based adventure game set in a world of mystery, eldritch powers and perilous adventures. Heart of the Mists continues the story of Mistfall in a standalone expansion featuring new Heroes, Enemies, Encounters and Quests, and introducing Allies, as well as alternative versions of some of the base game mechanisms.

At the start of the game each player chooses a hero with a fixed deck of equipment and power cards, as well as a set of upgrades that can be added directly to a player’s hand during the game. A semi-randomly created board makes for a different landscape every time the game is played, and randomized sets of encounters and enemies create different challenges for players to face before their time runs out.

Mistfall: Heart of the Mists introduces more of what made Mistfall great, making it a good entry point for new gamers, as well as a solid expansion for existing fans. With next to no elements replicated from the base set, Heart of the Mists is the perfect addition to the existing Mistfall set – and a challenging experience both solitaire, as well as with a group of up to three friends.

Gather up your resolve, check your gear and get ready to go to the smoldering heart of the unrelenting Mists!

 

Zpocalypse 2: Defend the Burbs

“When the city was overcome, we thought, ‘This is the end.’ Then they bombed us, and we were sure it was over. Somehow, I don’t know how or why, but somehow we survived the onslaught. There were only a few of us, but we escaped the pit of hell that was the urban wasteland. They always say the suburbs have it better, right? They weren’t hit nearly as hard; we’ve found a sturdy house. It still has a roof and everything. We’re hungry, tired, and it’s a struggle to hold back the dead from their nightly assaults, but we’re still here, we’re not going down yet.”

Zpocalypse 2: Defend The Burbs is a standalone tower defense-style game, evolved from the original Zpocalypse, a survival board game set in a post-apocalyptic wasteland.

Like the original, two to five players each control their own squad of survivors equipped to the teeth with weapons, food, and items. In this game, your actions as squad leader allow the survivors to choose their tasks on the daily action board. Each choice has limited space and will come with benefits (potential for more supplies) and costs (like all things in the Zpocalypse, it’s never pleasant!)

With gained experience, your survivors level up on a variety skills. Rather than picking your path for you as in the original game, now you have the ability to carve out your survival scenario for yourself, but be careful what you wish for.

 

Netrunner: Terminal Directive

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Control the truth.

An augmented killer is on the loose… Terminal Directive is a narrative campaign expansion for Android: Netrunner The Card Game that allows you and a friend to enjoy a constantly evolving murder mystery in the Android universe.

Corp and Runner compete in a thrilling race for the control of valuable data that plays out over the course of an extended campaign. Each match impacts the larger shape of your investigations. Each data set you unlock leads you in a new direction. You may have run before. You may have pursued your corporate agendas. But nothing you’ve done has yet prepared you for Terminal Directive and the narrative-driven campaign play it brings to Android: Netrunner.

Two PAD sheets, one sticker sheet, one rulebook, and four data sets of campaign cards and stickers allow you to track your progress, even as the expansion provides a massive infusion to your standard, tournament-legal Android: Netrunner matches with 163 new cards (86 Corp and 77 Runner) divided between the Criminal, Shaper, Haas-Bioroid, and Weyland Consortium factions, as well as neutral. With its four new identities and a complete playset of each new player card, Terminal Directive comes with everything you need to grab your Core Set and enjoy a thrilling campaign full of cyberstruggles and meaningful decisions. Altogether, this makes Terminal Directive an ideal second step for new and casual Android: Netrunner players looking to delve deeper into the Net!

 

Tournament at Camelot

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In the time of King Arthur, knights displayed their skill and prowess at tournaments held throughout the land.

In Tournament at Camelot, you play as a legendary character who is battling opponents with weapon cards: arrows, swords, deception, sorcery, and even alchemy. The more you injure your opponents, the better you fare in the tournament. However, even the most injured characters can make a complete comeback with the grace of Godsend cards and the aid of their special companions.

This trick-taking game ends when one opponent has been injured to the point of death. The player with the most health is then declared the tournament victor!

 

Tower of London

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In Tower of London, players fight for control of the tower using their influence to occupy different buildings and gather ravens. Each turn, players play two cards: the first card determines which building their Beefeater (guard) goes into, and the second card has a special power that triggers from the perspective of the Beefeater just placed.

At the end of a round, certain areas of the tower are scored based on who controls the majority of buildings by having the most Beefeaters in each. The game ends at the end of three rounds or when a player collects seven ravens, in which case the game ends immediately.

Math Fluxx

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Math Fluxx is all about the numbers. Players use positive integers (whole numbers) in their quest to achieve a very mathematical goal — but it’s not just putting 4 and 2 together to achieve the 42 goal (for example) as Math Fluxx also features the Plan B Meta Rule. Plan B puts special victory rules into play which give you a second way to win and require even more arithmetical acumen (e.g., “Plus Victory” lets you win if your keepers add up to the current goal). With Math Fluxx, the fun is exponential!

King of Tokyo: Power Up!

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The struggle to become the King of Tokyo just leveled up! The monsters are evolving and now benefit from new powers! Now each one has a deck of Evolution cards that they can gain and use during the game. What’s more, a new challenger has arrived in the city who will surely show his expertise in the art of the smash: the terrible Pandakaï!

CONTENTS:

  • 56 Evolution cards
  • 16 Evolution cards for the 1st edition monsters (Cyber Bunny & Kraken)
  • 8 tokens
  • 1 Pandakaï monster board
  • 1 cardboard figure + stand
  • 1 rulebook

Ninja Taisen

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Ninja Taisen is a two-player, dice-driven open information abstract game with a random set-up. Both players have identical sets of ten fighters, with three fighters in each of three colors with values 1–3 along with a tri-colored boss valued at 4; these fighters are placed in small stacks of varying size onto a line that’s eleven steps long. On a player’s turn, he rolls the three colored dice and can make up to three moves accordingly, with the blue die moving a blue fighter, etc. Moving a fighter that has other fighters on top of him moves these other fighters as well.

If, as a result of movement, his fighter (or stack of fighters) encounters an enemy, a fight between the two top cards in each stack occurs, the result of which is decided primarily by the color (via a rock-paper-scissors mechanism) and secondarily by the number (highest wins). If the boss wins a fight, its power is reduced by the enemy’s power for the remainder of the current fight; if two fighters draw, they both retreat one step toward their own village, possibly precipitating other fights on the same turn. The fight continues until either pile is depleted.

The first player to either defeat all of the opposing fighters or reach the end of the line (and clear out the opponent’s fighters in his village) wins.

D&D: Character Folio

Whether your character is fierce and battle-hardened or shiny, new, and naive, they deserve to be protected from the dangers of our world. Featuring two eighteen-pocket pages with a side-loading card design, you can keep up to thirty-six standard-sized spell cards safe. Ten one-pocket pages hold character sheets or notes.

Created for tabletop role-playing games, Ultra•PRO’s Character Folios provide a convenient and perfectly geeky way to hold all papers related to your campaign. Choose from five new designs featuring artwork from the role-playing game that has been played by more than twenty million people worldwide.