Dice Throne, Dark Crystal, 5 Minute Dungeon, Dokmus, New King Ludwig, Conan, Arkham Horror LCG and More!

5 Minute Dungeon

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5-­Minute Dungeon is a chaotic, co-­operative, real-­time card game in which players have only five minutes to escape the randomized dungeon. Communication and teamwork are critical to survival because there’s no time to form a carefully considered plan — and no predicting what dangers lie ahead.

In more detail, players assume the role of one of ten heroes, each with special cards and abilities. Once the five-minute timer starts, the race is on to defeat all the monsters inside the dungeon. In order to defeat a monster, players must match symbols from their hand with ones on the monster’s card. At the end of each dungeon is a powerful dungeon boss — and after the first boss is defeated, the campaign continues to the second boss. Each boss, and each randomized dungeon, gets harder until players reach the fifth and final boss.

Dice Throne

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Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities.

It’s a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero’s unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate’s, or even your opponent’s).

Jim Henson’s The Dark Crystal Board Game

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Will Jen and Kira manage to find the Shard and heal the Dark Crystal? Find out in Jim Henson’s The Dark Crystal: Board Game, based on the classic The Dark Crystal movie by Jim Henson.

Dokmus

Lead your tribe to glory on the island of Dokmus and become a legend!

Dokmus is a board game for 2-4 players. Your goal is to lead an expedition to the island of Dokmus, the ancestral god of your tribe. The island is represented by eight double-sided map pieces. During set-up, you randomize which side of each map piece is up and place them in a 3×3 grid so that the middle place is left empty.

The island is guarded by five Guardians, which are represented by Guardian cards. On each turn, players draft the Guardian cards so that each player gets the help of one Guardian. The Guardian cards decide turn order and they also give you special powers. With them, you can move and rotate, move your tokens, or gain first player marker for next turn.

On your turn, you have three tokens to use. You use tokens to spread your influence by placing them on the board. You can also sacrifice tokens to be able to cross waters or enter forests. Or you can just sacrifice them in a volcano. At the end of the game, you get victory points for discovered temples and ruins on the map as well as sacrificed tokens.

The layout of the islands changes constantly based on player actions, making Dokmus a dynamic, fast-paced game. So choose your Guardian, make the right sacrifices, and gain the favor of Dokmus!

Dokmus: Return of Ererel

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Dokmus: Return of Erefel adds new game boards to the Dokmus base game, brings seasons to the island, and introduces Erefel, a new guardian.

The Palace of Mad King Ludwig

King Ludwig II of Bavaria has called all great architects to design his greatest achievement: a world-renowned palace. Only the best will do! Gorgeous appointments, white stone, surrounded by water, with swans everywhere. Oh, and the Ludwig touch? All the architects must design the palace together. The designer who shows the strongest influence will receive the order to build it.

In The Palace of Mad King Ludwig, each player builds rooms one at a time in a single gigantic palace. As rooms are completed, a moat slowly forms around the outside. Once the ends of the moat connect, the palace is finished, and the player who has contributed the most to the palace wins!

In more detail, this sequel to Castles of Mad King Ludwig shares a few similarities to its predecessor, such as tile-laying, room rewards, and the magic of watching a unique palace take shape through the course of the game, but the gameplay is entirely different, with no auction, a clever endgame timer that graphically builds pressure for players as the moat slowly closes in around the palace, and a twist on resource management with multi-colored swan tokens being used as currency, points, and the keys to new abilities.

Path of Light and Dark

The Realms lay divided, their former wonder lost and forgotten. The Tyrant Queen has seized the throne, forcing the rightful heirs deep into exile. You are the sons and daughters of the once-great houses: Foxway, Gorga, Mherzeen, and Spyre. Under the tutelage of advisors, you have gathered your followers, your conscripts. The time has come to take back what is yours.

Path of Light and Shadow is a massive empire-building experience, combining area control, deck management, and civilization customization. As players vie for control of The Realms, they must enlist and promote supporters, outfit their burgeoning empire with powerful technologies, align with powerful leaders, and lay siege to rival exiles after the throne. Above all else, each player must decide what type of leader they will become, cruel or merciful. But choose wisely, for each path has its rewards and perils.

Heaven and Ale

You have been assigned to lead an ancient monastery and its brewery. Now it’s your time to brew the best beer under God’s blue sky!

The fine art of brewing beer demands your best timing. In order to get the best results of your production, you have to provide your cloister’s garden with fertile resources and the right number of monks helping with the harvest — but keep your brewmaster in mind as he is ready and eager to refine each and every one of your barrels!

In Heaven & Ale, you have to overcome the harsh competition of your fellow players. There is a fine balance between upgrading your cloister’s garden and harvesting the resources you need to fill your barrels. Only those who manage to keep a cool head are able to win the race for the best beer!

Mombasa

In Mombasa, players acquire shares of chartered companies based in Mombasa, Cape Town, Saint-Louis, and Cairo and propagate trading posts of these companies throughout the African continent in order to earn the most money.

Mombasa features a unique, rotating-display hand-mechanism that drives game play. Each round players choose action cards from their hand, then reveal them simultaneously and carry out the actions. These cards are then placed in a discard pile, and the previously played cards recovered for the subsequent round.

Each company has a double-sided company track, so games will vary quite a lot based on which tracks are revealed and at which companies they are placed.

Breaking Bad: The Board Game

Based on the critically-acclaimed TV series, Breaking Bad: The Board Gamepropels you into the treacherous underbelly of Albuquerque, New Mexico. Will you play as a member of one of the criminal factions (Heisenberg, Los Pollos Hermanos, or the Juarez Cartel), trying to amass a fortune by manufacturing the biggest stash of Blue Sky while eliminating your rivals? Or will you join the ranks of the Drug Enforcement Administration, ready to slap the cuffs on the lawbreakers who would dare peddle their poison in your city?

In more detail, when playing a criminal faction, your goal is to produce Blue Sky, then sell the quantity needed to win before your opponents can. You can also win the game by taking out all of your opponents by using cards to bomb, shoot, or otherwise eliminate them. As the DEA agent, your goal is to seize the criminal factions’ labs (by playing DEA Raid cards). You can also win the game by taking out all of your opponents, either by killing them or putting them in jail. In game terms, on their turn, a player takes two of the following actions:

  • Draw a card.
  • Play a card from their hand.
  • Produce Blue Sky (dealer only).
  • Sell 1 Blue Sky on their faction board (dealer only).

Be the one who knocks.

Vengeance

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Step into the shoes of a hero that has been bashed and tortured by one or more of the four gangs in the game. You win by building up your hero, scouting gang dens to find the baddies who wronged you, then taking bloody revenge through action-packed fight sequences made up of dice based puzzles.

Vengeance alternates between montage turns and fight turns. In montage turns, players heal and upgrade their heroes through new abilities and items. They also go out scouting gang dens to find the bosses who wronged them and take revenge on them in the fight turn.

The fight turn is the heart of the game. Players pick one of the scouted gang dens containing a boss who has wronged them and burst into the gang den to exact bloody revenge. Players gain VPs for killing the boss, clearing the den from all the minions or, for maximum points, both. Players have three turns to do this and get out of the den in one piece.

Fights are basically dice-based puzzles. In each round of the fight, players roll a set of dice and decide the order in which they play the rolled results. Upgrade skills and items allow players to swap die-results for others or string together a number of results to perform enemy-slapping combos. Upgrades thus work towards mitigating the luck of the die-roll, giving players more control over their Fight actions.

Players score points by killing bosses who wronged them, i.e., matching the figure on their vengeance card with one of the face down Boss cards attached to each den and/or by clearing all minions of a gang which matches the color of a vengeance card they have in play.

At the end of the game players also score bonus victory points through three mission cards in play.

Star Trek Adventures RPG: These Are The Voyages Volume 1

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These are the Voyages: Volume 1 presents eight ready-to-play missions for Star Trek Adventures. Within this book Gamemasters will find the means to test their Starfleet officers at the front line of Starfleet operations. Create your own Star Trek stories of discovery and adventure on the Final Frontier.

• 8 ready to play missions using the 2d20 game system from Modiphius Entertainment adapted for Star Trek Adventures, and requires the Star Trek Adventures core rulebook to play.

• Uncover the truth about an anomalous wormhole that has trapped an older starship vessel.

• Weigh up the dilemma of the Prime Directive with an intelligent species that originates outside the confines of normal space and time, subjugated by another civilization.

• Rescue a Federation science vessel, drifting dangerously inside the Romulan Neutral Zone, avoiding an escalation into war.

• Investigate strange events on Carina VII, where a colony is rapidly disintegrating around its foundations.

• Explore a strange alien space station, containing a massive forest eco-system of its own.

• Foil plans to spread a long dead plague and uncover the truths of its origin.

• Stop the theft of an experimental torpedo and pursue its thieves to expose their plot.

• Respond to a distress signal from a mining colony in revolt and discover new life in its mines.

Reworld

In Reworld, players attempt to terraform a newly discovered planet, and to do that they need to use terrabots to establish new cities and shuttles to deliver materials that will populate those locations.

In game terms, over five rounds players fill the five levels of their spaceship with tiles featuring terrabots, shuttles, material vessels, and satellites. Each round twenty of these tiles are placed at random around the perimeter of a large ship, and each player receives a hand of cards. On a turn, a player can play one or more cards to claim a tile following these rules:

  • If neither tile adjacent to the desired tile has been claimed, the player can lay down any card next to this tile, claim it, then place it in the leftmost space of the level of their spaceship that matches the number of the card played. If you play a 4, for example, then you must place that tile in the leftmost position of your fourth level.
  • If one tile adjacent to the desired tile has been claimed, then you must lay down a card of the same number used to claim that previous tile or any two cards of your choice (with those two cards thus serving as a joker). Whatever number is topmost indicates the level of your spaceship on which you must place this tile.
  • If both tiles adjacent to the desired tile have been claimed and the cards used to claim them show the same number, then you do the same as described above. If the cards have different numbers, however — e.g., 1 and 3 — then you must lay down the same two numbers (1 and 3), one matching number and any other two cards, or any four cards. You place this tile on your spaceship in the same manner previously desired.

Once everyone has no cards in hand or cannot play further, the round ends. Any remaining tiles are thrown away, then you reset the board and deal out a new hand of cards. After five rounds, players now deploy these tiles onto the new planet, each turn playing 1-3 of the leftmost tiles from the row of their choice to create their personal terraformed world. If you deploy a terrabot, which are labeled A-E, you start a new city with this letter or extend an existing city of yours. Material vessels, which come in five colors, can be delivered to the planet’s surface only if attached to shuttles, and each city can have vessels of only a single color. Satellites provide bonus scoring when added to a city. Shuttles and satellites can also be used for shields to protect your newborn planet.

Players earn points during the first half of the game for picking up terrabots and having cards left in hand. During the second half, players score for deploying satellites and for meeting targets set at the start of the game, e.g. having a city with eight tiles in it, having a city of each letter, emptying a level on your spaceship, having a certain number of shields, etc.

Once all the spaceships are empty, players score their final points for how well they’ve developed each city and their shields in comparison with their fellow terraformers. Whoever scores the most points wins.

Lazer Ryderz

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Lazer Ryderz is a trackless racing game for up to 4 players with light push-your-luck, area denial, and strategy elements. Players construct their lazer paths with various pre-formed punchboard pieces that are placed according to speed and desired direction.

In Lazer Ryderz, players take on the role of one of four Ryderz as they race to capture all three Prisms needed to charge the Portal to their next destination. The Portal only allows one Ryder to pass through before moving on to a new location in the galaxy, so speed is essential to meet your goal. But the faster a Ryder goes the harder it is to turn, and if a Ryder runs into another player’s lazer, that Ryder is toast! Who will continue on their quest and who will be left behind?

Will it be the Galactic Waveryder – the adrenaline-fueled surfer who’s seeking the next great thrill and most radical solar waves? Or the Lazer Shark – always on the hunt for her next prey as she seeks the fabled Blood Nebula to restart her species? Perhaps the Super Sheriff – greatest of the Law Star Rangers who travels to the outer reaches of the known (and unknown) galaxy to bring the universe’s criminals to speedy justice? Or will it be the Phantom Cosmonaut – the ghost from a long-distant era whose true quest is a mystery to those he encounters, but with speed that is without question as he moves in the blink of an eye?

High Space: Wildcards Protecting the Future RPG

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High-Space – Wildcards Protecting the Future – is the highly-anticipated sequel to the best-selling Australian Savage Worlds sci-fi setting, and is now available for the first time in print!

High-Space delivers the most extensive Savage Worlds sci-fi setting to date. An ultra high-tech civilization…a utopia of harmony and boundless abundance, encompassing hundreds of species and worlds. But all is not as it seems. Strange forces are assailing the galaxy-spanning PanDominion from all sides!

Players take on the roles of Wildcards – genetic throw-backs and outcasts who crave adventure and violence. It’s up to these Wildcards – and the secretive agencies and Minds that operate outside of the law – to do whatever it takes to keep the PanDominion safe. In equal parts darkly humorous, intelligent, and explosive, High-Space takes sci-fi in exciting new directions. At 244 pages, High-Space includes dozens of alien races, rules for cybertech and bioengineering, psi powers and ultra-tech gear, plus unique starship construction and space fighting rules. All packaged in a rich and complex setting. Everything that made the original a classic… expanded! A series of supplements will be available in the coming months: Teraborg Player’s Handbook and the Intervention Agent’s Field Guide. In the coming months, a series of exciting adventures will be published which will immerse you and your players in the rich setting of High Space.

Conan: The Thief

Conan the Thief takes you into the dark underworld of the Hyborian Age. From the choked avenues of the most dangerous cities to the marbled corridors of the wealthiest palaces, master thieves and deadly assassins seek to make their fortunes, risking all in pursuit of gold, prestige, and respect.

Whatever it is you seek, fast hands and quicker wits can forge a legend.

Embark upon dangerous heists, avoiding traps, watchmen, hideous creatures, and fell sorceries in pursuit of treasures beyond your wildest dreams. Work alongside legendary thieves of Conan’s world, carrying out robberies worthy of their reputation, or work against them and take the riches of the world for yourself! Steal wealth beyond measure, avoid capture, and secure yourself a place in infamy!

Conan: The Mercenary

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I’m a mercenary. I sell my sword to the highest bidder. I never planted wheat and I never will, so long as there are other harvest to be reaped with the sword.”

The Hyborian Age is a time of incessant war. The armies of kings and queens cannot master the battlefield alone, and the task is left to those sell-swords who trade blood for coin. In Conan the Mercenary, the battle fi elds are yours to kill for, and to die on.

Join legendary mercenary companies, support revolts, or fight for the throne. It matters not the motive for war — gold is the wage for your blade. The jeweled thrones of the Earth tremble when mercenaries mass against them, and citizens pray to their gods when those selfsame killers are out of work and turn to banditry. In this age, the records of war and battle are mankind’s only testament, and names are written on the annals of history in blood.

Join your dog-brothers and sword-sisters on the fields of battle, and take your pay in gold and glory!

Conan: The Book of Skelos

The Book of Skelos delves into the deepest mysteries of sorcery in the Hyborian Age, dramatically expanding the rules for sorcery and all things magical for gamemaster and player characters alike.

Included within these pages are rules and guidelines on handling player character and non-player character sorcerers, the usages of sorcery in campaigns, a host of magic items, creatures of the Outer Dark, and new skills and techniques to bolster any sorcerer’s repertoire.

So, don your wards and charms, step inside your circle of protection, and read these accursed pages!

Smile

 

Night is falling and your tamed critters have somehow escaped their enclosure! Head into the forest and tempt them back with juicy lightning bugs in Smile, a game of gathering cute creatures for three to five players.

In every game of Smile, you and your fellow players attempt to lure your critters back by taking turns placing fireflies on their cards one at a time. But be careful! Wild critters are equally enamored with your fireflies, but will give you negative points. Wisely spend your fireflies to attract the best critters while saving enough to bid in future rounds. Just remember: In the end, you’ll be surrounded by a collection of cute smiling creatures — for better or worse!

Arkham Horror: The Pallid Mask Mythos Pack

From the streets of Paris to the city’s subterranean catacombs, your pursuit of the truth behind The King in Yellow leads you farther and farther from Arkham’s familiar landmarks. But the streets, the language, and the eerie, dark tunnels aren’t the only foreign elements at play. There’s something distinctly otherworldly in the Parisian catacombs…

In The Pallid Mask scenario, you and your fellow investigators will enter these tunnels in search of a stranger whom you believe must be connected to the events surrounding the performance of The King in Yellow at the Ward Theatre in Arkham. But with each new strange twist and turn, you’ll find yourselves only stepping deeper into mystery. Perhaps you can follow the tunnels all the way to the pulsing heart of the play’s mysteries, but there’s a chance, too, you’ll simply find yourselves lost amid the shifting landscape. What begins as a trek through moist and clammy tunnels of stone may become a journey that leads you under the earth, through The Gate to Hell, and straight to your demise at the Well of Souls or some other forgotten chamber.

Destined to be a fan-favorite, the scenario from The Pallid Mask utilizes the game’s locations in a novel way, bringing them into play only as you travel through them, and arranging them in a constantly shifting and unpredictable fashion. Each new step through these labyrinths could be your last.