Rising Sun, Empires of the Void II, Stuffed Fables, New Shadespire, Small World, Eldritch Horror, Legendary, Necromunda and More!
Rising Sun is a board game for 3 to 5 players set in legendary feudal Japan (up to 6 players with the expansion). As the Kami descend from the heavens to reshape the land in their image, it is up to each player to lead their clan to victory. Use politics to further your cause, negotiate to seek the most profitable alliances, worship the Kami to gain their favor, recruit monsters out of legend to bolster your forces, and use your resources wisely to be victorious in battle.
Rising Sun is a spiritual successor in the same mythic big box series as Blood Rage; same designer, same artist, same studio and same sculptors.
Rising Sun is a game about honor, negotiation, and warfare in a feudal Japan where the ancient gods (kami) have returned to rebuild the empire.
Whereas the distant ancestor of Blood Rage was Risk, Rising Sun claims Diplomacy as its distant ancestor. Tackle negotiations, alliances, and war. Capture hostages and commit seppuku. The game features an honor track, which rises and falls based on your actions.
Eldritch Horror: Masks of Nyarlathotep
Eldritch Horror: Masks of Nyarlathotep is an expansion for Eldritch Horror, a cooperative boardgame for one to eight players where intrepid investigators must traverse the globe in an attempt to thwart the cataclysmic rise of an otherworldly Ancient One. Strange cults are gathering strength in remote corners and bustling cities all over the world. Though they seem to worship different gods, the investigators have found a thread that runs throughout all of the cultists’ horrific rites.
In Masks of Nyarlathotep, each of these sects pursues the awakening of an aspect of the same horrific creature: Nyarlathotep. This being is known as the Messenger of the Outer Gods, and he is the only Ancient One that still actively walks among humanity. The investigators must work to stop the that cults spring up to serve his many guises, or Nyarlathotep will gain enough strength to open the Ultimate Gate, ushering in an unthinkable doom. Strike down these cults in new Adventures, explore ancient mysteries among new Mystic Ruins, and destroy the monstrous followers of Nyarlathotep. New to this expansion, Personal Stories unique to each character add stakes to the actions undertaken by each investigator, and a Campaign mode adds a fresh challenge and enriches the narrative of the investigators’ struggles to stop the many cults worshipping the multitude of faces worn by one dread being in Eldritch Horror: Masks of Nyarlathotep!
Small World: Sky Islands
Small World: Sky Islands introduces seven new races and powers to the Small World base game, but it also gives those races — and all the previously released races — new territory in which to fight for control.
At the start of play, place the Sky Islands game board so that it shows either two or three islands in the sky (your choice), then use the Small World game board as if you were playing with one fewer player, i.e., use the four-player board when playing with five players. Next, place access points to the Sky Islands — the beanstalk and the stairway — on different regions on the game board. Whenever a race stands on one of these access points, they can try to conquer the space on the sky islands that shows the matching symbol.
Races can’t start their conquests in the Sky Islands unless their power specifically allows them to do so. At the end of a turn, if you control all of the regions on a Sky Island, you gain one additional coin.
Empires of the Void II
The Kurross Empire emerged from the deep, endless pool of space, dark and undetectable. They crushed Earth’s paltry fleet within a week, and broke through the great planetary shield that protected the surface. Bright blue oceans turned to an irradiated wasteland as they bombarded the planet, shredding the remnants of thousands of years of human history. Markan, last captain of Earth’s forces, made a final, desperate attempt to survive, salvaging an abandoned Worldship from hundreds of years past. She took command and headed for the fringe of the galaxy, where there was a chance to gain a foothold, grow in strength, and find new allies for the fight against the Kurross. Earth’s long-time enemies, the Zun and Decima Empires, soon followed in their own Worldships, leaving behind decimated worlds and lost family, determined to stake their own claim of the fringe.
In Empires of the Void II, you have been given a mission to establish a foothold at the fringe of the galaxy for your galactic empire. The game begins when your massive Worldships reach the fringe, where you must explore, wage war, use diplomacy, and construct buildings to gain victory. The fringe is sparsely populated and the few local sentient species are struggling to survive, leaving huge regions of planets open for exploration and colonization. Many species are eager to ally themselves with a powerful empire to gain security and stability in a chaotic and difficult time.
As you explore and interact with planets, you will discover unfolding stories of the fringe. Each inhabited planet is home to a unique alien species, with their own goals, values, and problems. Will you give aid by fighting off pirates, transporting goods, and curing strange diseases? Or will you invade and rule with a cruel hand? This may be your last chance to prepare before the Kurross meet you again.
Stuffed Fables is an unusual adventure game in which players take on the roles of brave stuffies seeking to save the child they love from a scheming, evil mastermind. Make daring melee attacks, leap across conveyor belts, or even steer a racing wagon down a peril-filled hill. The game delivers a thrilling narrative driven by player choices. Players explore a world of wonder and danger, unlocking curious discoveries. The chapters of Stuffed Fables explore the many milestones of a child’s life, creating a memorable tale ideal for families, as well as groups of adults who haven’t forgotten their childlike sense of wonder.
Stuffed Fables is the first “AdventureBook Game”, a new product line from Plaid Hat Games in which all of the action takes place in the unique storybook — a book that acts as your rules reference, story guide, and game board, all in one! Each adventure in the game takes place over several pages of the immersive AdventureBook. The book opens flat onto the table to reveal a colorful map or other illustration central to playing the game, with choices, story, and special rules on the opposite page.
On their turn, a player draws five dice from the bag. The colors of the dice drawn determine the types of actions and options available to the player. White dice can re-stuff stuffies injured in battle. Red dice perform melee attacks while green dice perform ranged attacks. Yellow dice search while blue dice are used for special actions and purple dice can be used as any color. Most dice can always find a strategic use, including moving, using items, or contributing to group tasks. Players can store dice for later, combine dice for stronger actions, or use them one-at-a-time for multiple activations. As turns go by, black dice are also drawn, and after enough appear, minions emerge or attack, and the dice bag is reset!
Players can encourage each other by sharing dice or their precious stuffing. In addition to fighting minions, each page of the storybook offers numerous points of interest, charming characters to interact or trade with, as well as many unusual challenges. And each page is but one chapter that folds into a branching, overarching story with a multitude of items and a special discovery deck full of surprises.
Warhammer Underworlds Shadespire: Fyreslayers
Introduce a new and unique warband to your games of Warhammer Underworlds: Shadespire and take advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 4 Fyreslayers miniatures and a deck of 60 cards, 30 of which are universal, to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
Shadespire: Spiteclaw’s Swarm
Introduce a new and unique warband to your games of Warhammer Underworlds: Shadespire and take advantage of new and different ways to play – whatever warband you use – with this set of miniatures and cards. It includes 5 Skaven miniatures and a deck of 60 cards, 30 of which are universal, to be used by any and every warband – add these cards to your arsenal and build your perfect deck.
Necromunda: Gangs of War 2
The rules included with the Necromunda: Underhive boxed game cover battles between Houses Escher and Goliath – these are not the only Houses vying for supremacy of the underhives. Necromunda: Gang War 2 introduces House Orlock; an industrial superpower, a clenched fist of gangers well-equipped, well-trained and unified in purpose. Along with this, the book introduces a variety of Hired Guns, and rules for the hazards found in the Badzone Delta-7 set of board tiles (sold separately).
Deception: Undercover Allies
A tremor of fear ripples through the population in the streets of Hong Kong. Word is out that a recent string of murders may have been committed by one of the very investigators charged with solving them. The police are bringing in more help. Behind the scenes, the killer is recruiting too.
In Deception: Undercover Allies, new roles give special powers to both teams. More means and clue cards increase the possible solutions to the crime. Fresh scene tiles bring more life to the forensic scientist’s descriptions. And a new event challenges the already tenuous trust which exists among the investigators.
With so many new variables, both sides will have to find new ways to deal with the deception that surrounds them.
Fields of Arle: Tea & Trade
Return to East Frisia and bring more variety to your labors in the far North with the Tea & Trade expansion for Fields of Arle! This expansion adds tea — the national beverage of East Frisia — to energize your workers, as well as new ships for trading and fishing. Choose from a bevy of new features to add to your farm, including ditches that dehydrate your land and new buildings that grant you more options for maximizing your yields. With components to add a third player to the game, more players can enjoy the game than ever before. With new buildings, actions, and abilities, Tea & Trade includes everything you need to become a true 19th century farming magnate!
Feast For Odin Mini Expansion
The Vikings were known as a strong seafaring people, leading expeditions into lands both known and unknown. You can continue this tradition with the first mini-expansion for A Feast for Odin. Featuring two new exploration boards, this mini-expansion adds more options than ever before. Sail to archipelago of Lofoten, visit the Orkney Islands, or travel all the way to the Tierra del Fuego as you seek out new wealth. With every new land you visit, you’ll discover new opportunities to generate more income and obtain new bonuses. Show your courage and brave the seas to bring glory to yourself and your band of Vikings. Your saga continues!
Marvel Legendary: Champions
The Champions are here and determined to bring optimism to the world after Civil War II when Avenger fought Avenger. This 100 card small box expansion contains new Heroes, Schemes, Villains, and Masterminds in a new and never before way in Legendary: Champions.
Untold: Adventures Await
Untold: Adventures Await is the customizable storytelling game powered by Rory’s Story Cubes. Players become the heroes of a thrilling tale that unfolds in under 60 minutes. Think of Untold as your favorite TV series, except rather than just sitting back and watching, you’re right in the middle of the action!
Every game of Untold is an episode of five distinct scenes, each featuring intriguing locales, dangerous threats and shocking plot twists that propel the action toward an epic showdown. Scene Cards and StoryCubes provide the elements of the adventure, while Reaction Cards reveal what happens when the players take action.
Untold takes collaborative storytelling in a whole new direction, allowing players of all ages to unleash their creativity thanks to a unique game engine that’s extremely accessible, always unpredictable, and rooted in inspiration. Players can also craft multiple-episode story arcs that will see their characters and their world grow as new challenges arise.
Whatever genres of story you enjoy, Untold lets one to four players experience endless and unforgettable tales. What amazing adventures will you have? They await you in Untold!
Karuba: The Card Game
The players carefully select two path cards from their hand and try to outwit the other players. The person with the lowest sum loses a card. They then use the cards to create a network of pathways to connect their adventurers with the temples. Who will best guide their adventurers through the jungle? At the end the winner is the player who collects the most points with valuable treasure and temples.96 game cards (16 cards per player), 1 overview tableau, 1 set of instructions.
As a duke, you have decided to build the greatest castle in the land. You are not the only Duke in this land, though, and you are not the only one with this fantastic ambition.
There are many ways to build your castle. You can even build it to lean towards one of several different styles, be it for Defence, for Comfort or even for Offence!
The occasional royalty may pop by your land and if your castle does not suit his or her taste, they will leave to find better accommodations with your rival dukes! On top of that, the deadly dragon will appear once in awhile and raze the lands. If your castle is not well fortified against dragon attacks, it might just crumble! Score Victory Points (VP) by having the most number of important folks residing in your castle, as well as have the most magnificent castle of all and take home the title of Grand Duke! Castle Dukes is a very visually appealing game of Dexterity and Strategy – And it’s 3D to boot!
Each round, players start with 5 Coins. 6 Room cards are revealed from the stack and placed in positions 1 through 6 (from bottom to top), each room costing a higher amount of Coins to acquire than the last. The player with the First Player token gets first rights to the Room cards, passing the turn in clockwise direction until all players have had their chance to acquire rooms with their Coins. Rooms acquired leave a gap on their position and are not replaced with new cards during any player’s turn. At the end of the whole turn after every player has had a chance at the rooms, any remaining room cards are then moved downwards to fill any gaps. Draw more Room cards from the Room Stack to fill all positions as needed. It is possible to choose not to acquire any Room card during a player’s turn. Note: In the various positions 1 through 6, players also acquire additional castle components such as Tables and Coffers along with the Room cards, as depicted on the position on the main game board.
Once done, all players then simultaneously acquire pillars, Floor Tiles, and Construction cards using their remaining Coins. They may then immediately build the newly acquired components, adding on layers to their castles until they gradually become beautiful fortresses of various shapes and heights. When all players are done with this next phase, a Guest card is revealed to show which Guests have dropped by for that turn. The princess always goes for the most comfortable castle, even if its flimsy. The king’s life is very precious and he always seeks out the most defended castle. The knight looks for glory and always goes for the castle that best gives him the chance to slay a dragon. This is the end of a turn in Castle Dukes. The First Player token is now passed on to the right, and a new turn begins with each player having 5 Coins again. And yes, a dragon might appear now and then to attack all castles! Depending on your level of Defence or Offence, each castle will take varying amounts of damage.
Beware! This is also a dexterity game! If at any point in the game your castle collapses, be it a small portion or even just one tiny component falling off, you will take a Crumble token which at the end of the game reduces your Victory Points by 2!
It is the late 26th century. Earth is recovering from a catastrophic explosion that exterminated the majority of the population centuries ago and made most of the surface uninhabitable due to unearthly weather conditions. The surviving humans organized along four radically different ideologies, called Paths, to rebuild the world as they see fit: Harmony, Dominance, Progress, and Salvation. Followers of the four Paths live in a fragile peace, but in almost complete isolation next to each other. Their only meeting point is the last major city on Earth, now just known as the Capital.
By powering up the mysterious Time Rifts that opened in the wake of the cataclysm, each Path is able to reach back to specific moments in their past. Doing so can greatly speed up their progress, but too much meddling may endanger the time-space continuum. But progress is more important than ever before: if the mysterious message arriving through the Time Rift is to be believed, an even more terrible cataclysm is looming on the horizon: an asteroid bearing the mysterious substance called Neutronium is heading towards Earth. Even stranger, the scientists show that the energy signature of the asteroid matches the explosion centuries ago…
Anachrony features a unique two-tiered worker placement system. To travel to the Capital or venture out to the devastated areas for resources, players need not only various Specialists (Engineers, Scientists, Administrators, and Geniuses) but also Exosuits to protect and enhance them — and both are in short supply.
The game is played in 4-7 turns, depending on the time when the looming cataclysm occurs (unless, of course, it is averted!). The elapsed turns are measured on a dynamic Timeline. By powering up the Time Rifts, players can reach back to earlier turns to supply their past “self” with resources. Each Path has a vastly different objective that rewards it with a massive amount of Victory Points when achieved. The Paths’ settlements will survive the impact, but the Capital will not. Whichever Path manages to collect most points will be the new seat for the Capital, thus the most important force left on the planet…