Starship Samurai, Soul Wars, Round House, Osiris, New Green Horde, Legendary, Century, GMT, Codenames, Arkham Horror and Gloomhaven is Back!
Across the far reaches of the Lotus Galaxy, a civil war is waged by massive machines piloted by skilled warriors. Take your place as daimyo of one of the major clans and fight for your right to the title of Galactic Emperor in Starship Samurai, an epic new game of warring clans for two to four players.
In this war, you must use diplomacy to bring honor to your clan, earn the support of the lesser clans, and cement your claim to the throne. But when negotiation is not enough, you can launch massive fleets or deploy the most fearsome weapons the galaxy has ever known — the terrifying Samurai Mechs — to crush your enemies and seize key locations. Exert your influence and bring order out of chaos!
Century: Eastern Wonders
Centuries ago, the lucrative spice trade compelled the prosperous nations of the world to explore alternate routes to the sources of these precious goods. These nations took to the seas to seek out exotic lands. This led to the discovery of the famed Spice Islands where the most valuable spices of the world were found. This discovery also led to further exploration, competition….and later, war! During this time of prosperity and opportunity, you find yourself traveling on the high seas in search of these exotic wonders. As a merchant and privateer representing your nation, you seek to control this region for glory and profit. Your journey continues in the Far East…
Designed by Emerson Mastuuchi, Century: Eastern Wonders invites fans to return to the exciting world of spice trading as players take to the high seas in the role of merchants seeking to prosper in the exotic Indonesian islands. Century: Eastern Wonders offers new, satisfying game mechanisms that provide infinite replayability and countless strategies.
Century: Eastern Wonders can be combined with Century: Spice Road to create a new gaming experience called Sand To Sea!
Marvel Legendary: World War Hulk
Legendary: World War Hulk, the 16th expansion for Legendary: A Marvel Deck Building Game, puts the spotlight squarely on the “Planet Hulk” and “World War Hulk” storylines from Marvel Comics. This set brings to the game many Marvel characters that have been overlooked since the inception of the Legendarygame.
This big box expansion has Marvel’s biggest characters, including Sentry, Hulk (both Bruce Banner and Amadeus Cho), and She-Hulk! It brings the new Warbound team faction to the forefront with plenty of new characters and some of the most exciting and challenging Masterminds and Schemes yet!
This will be the biggest Legendary expansion to date with four hundred cards of new Heroes, Masterminds, Villains, and Schemes straight from the Hulk lore.
Warhammer Age of Sigmar: Soul Wars (Available on 6/30)
The Realmgate Wars were fought over the magical portals that bound the Mortal Realms together, but another conflict has been brewing in the shadows for thousands of years. This is a battle not for resources, nor for pure conquest, but for the immortal souls of the living and dead; a cosmic rivalry between gods who have carried their hatred through the ages. The spread of the light of civilisation, spearheaded by the God-King Sigmar, faces a dire threat posed by the Lord of Undeath, Nagash. Sigmar’s Sacrosanct Chambers, created to fight daemons and wraiths, face the malevolent spirits known as Nighthaunts in a battle for the free city of Glymmsforge…
Containing 52 push-fit Stormcast Eternals and Nighthaunt miniatures, along with a 320-page hardback Core Book and an exclusive 32-page Battle of Glymmsforge booklet, Soul Wars is the perfect boxed set for those who want to dive into this exciting new chapter in the Age of Sigmar right away.
Zombicide: Green Horde – No Rest for the Wicked
In some places, dark magic seems to permeate the ground itself, corrupting everyone and everything. It can be the consequence of a necromancer ritual, a desecrated sanctuary, or the recent manifestation of otherworldly forces, among others. In such areas, infected animals gather like moths to a flame. Zombies are almost immortal. And above all, scourges like necromancer dragons may claim the place as their wicked nest. From then on, nature itself seems to succumb to the zombie plague, and all hope is lost. Until we show up, that is. As long as we have something to say, there will be no rest for the wicked!
This box contains an absurdly wide range of enemies. From tiny scurrying swarms of undead rats, to spectral walkers that only magic can touch, to a humongous undead Necromantic Dragon that will haunt your nightmares! All that plus a Ballista siege engine to give you a hand in dealing with these wicked creatures.
The full contents of the Zombicide: No Rest for the Wicked expansion are:
1 Necromantic Dragon huge figure
18 Spectral Walker figures
15 Swarm of Ratz figures
1 Ballista miniature
32 Zombie cards
14 Dragon cards
1 Rules leaflet
Zombicide: Green Horde – Friends and Foes
Zombicide: Friends and Foes is an expansion for Zombicide: Green Horde. On the “Friends” side, it includes new Survivors and weapons to equip them, but also faithful Familiars to aid them in their quests. On the “Foes” side, the expansion contains challenging Tainted Walkers and Abomination, from which you’ll want to keep your distance, 5 new treacherous tiles, and 10 new deadly Quests!
The full contents of the Zombicide: Friends and Foes expansion are:
4 Survivor figures and ID cards
6 Familiar figures
18 Tainted Walker figures
1 Tainted Abomination figure
5 double-sided tiles
17 Equipment cards
14 Zombie cards
Rulebook with 10 new Quests
Green Horde: Horde Box
Sailing Toward Osiris
Pharaoh is dead and his funerary barge sails slowly down the Nile toward his tomb where his spirit will stand before the judgement of Osiris.
Pharaoh had no offspring so tradition holds that the governors of the land be tasked with building monuments to Pharaoh’s glory so that Osiris will favor his spirit in the afterlife. Accordingly, Pharaoh’s successor will be the governor who builds the greatest tribute to the late king.
Resources and laborers are limited, the gods are capricious, and time is short; the memorials must be finished before the barge reaches the temple of Osiris at Men-nefer.
Sailing Toward Osiris is a euro-style game with worker placement, resources management, project completion, and no direct conflict. Down-time is kept to a minimum via a single action, round-and-round turn structure that emphasizes timing decisions and subtle strategies.
The game takes place over four “seasons” with the movement of Pharaoh’s barge tracking the game’s progress. Each season, after players draw workers from a communal bag, play begins with each player taking a series of one-action turns from a list of 10 possible actions:
1. Play a worker to harvest resources
2. Play a worker to a city for cards
3. Play a worker to a caravan as leader or follower
4. Hire an extra worker
5. Trade at the market
6. Plan a monument
7. Build a monument
8. Play a city card
9. Play a boon card
10. Withdraw from further actions.
Players are working to build sphinxes, obelisks, and pylons to the glory of the late Pharaoh and to earn extra glory by building the monuments on certain river segments and in certain configurations. However, as more monuments are built, resource harvesting becomes less productive and viable locations for future monuments become scarce. By the last season, players will have to be creative to find enough resources or available land on which to build.
The player who has amassed the most glory points by the end of the game will be crowned the new Pharaoh.
Sailing Toward Osiris was inspired by the real events surrounding the death of Rameses XI at the end of Egypt’s 20th Dynasty and the ascension of Smendes, a powerful governor in Lower Egypt.
The round houses (a.k.a., Fujian Tulou) are unique rural dwellings that can be found in the mountain areas in southeastern Fujian, China, dating back to the Ming dynasty (17th century). A round house is a large, multi-floor, enclosed, and fortified earth building housing usually a whole clan, which functions as a village and is known as “a little kingdom for the family”.
In the game Round House, players are the head of a family who tries to lead their members to glory. Players take turns moving their pawns around the circular building in one direction, performing different actions to get goods, trade goods for money, hire experts, send family members for distant business, and eventually bring the families home to worship the ancestors. By cleverly moving your pawns around the round house and maximizing the performance of your faithful family members, you might become the most glorious family and win the game!
You are a senshi, a warrior-monk studying diligently at the temple under the tutelage of the current master. You and your fellow students train vigorously every day to improve your mind and body, but your master is ailing, and only one senshi will become the next master. To prove your worth, you must develop four attributes: strength, agility, wisdom, and honor. A true master must be strong in all of these, and weak in none.
Senshi is a strategy game for 2-4 players that takes only 15 minutes to play! Carefully manipulate stacks of tiles that represent your four attributes: strength, agility, wisdom, and honor. Competing in a battle of wits, players will choose one of three actions each turn: study to take stacks of tiles, train to take a single tile off any stack, and test to score tiles when the time is optimal.
Whoever has the tallest scoring pile of any of the four attributes at the end of the game wins; however, first the player with the shortest scoring pile is eliminated. Watch your opponent’s moves closely and exploit their weaknesses to achieve the great honor of becoming the temple’s next master!
The Tea Dragon Society
Discover the ancient art form of Tea Dragon care-taking within The Tea Dragon Society Card Game, based on the graphic novel The Tea Dragon Society. Create a bond between yourself and your Tea Dragon that grows as you progress through the seasons, creating memories to share forever.
Each player’s deck represents their own Tea Dragon. From turn to turn, players choose to draw a card — triggering effects and strengthening their position — or buy a card, improving their deck or scoring points. The game takes place over four seasons, starting in spring and ending in winter. At the end of winter, the player who has the most points wins.
Space — the final junkyard. Good thing one planet’s trash is another planet’s treasure! In Junk Orbit, you’re captain of your own scavenger ship, picking up space junk and transporting it to any city that will take it. Launch your junk … uh, *cargo* … out of your airlock to propel your ship! Race to deliver your cargo as you navigate the orbits of nearby planets and moons! It’s astrodynamics for fun and profit! On your turn, carry out these three steps:
1. Launch junk — Choose any one junk tile in your cargo hold and move it away from your ship (clockwise or counter-clockwise, your choice) a number of spaces equal to its numeric value. If it reaches its destination city this way, you have made a remote delivery. Otherwise, it simply comes to rest after moving its full distance. It is also possible to hit an enemy ship with launched junk, causing that opponent to discard one junk tile from their cargo.
2. Move ship — Your ship must now move the same distance that your launched junk did, but in the opposite direction. When your ship reaches a transfer point between location boards, you may choose to switch orbits. If you do, your ship changes direction (from clockwise to counter-clockwise, or vice versa) as it enters the new orbit. If the space your ship lands on is the destination of any junk in your cargo, you have made a direct delivery.
3. Pick up junk — After moving your ship, pick up all junk tiles present in your current city, adding them to your cargo hold. Then, refill your current city with one new junk tile from the corresponding stack (e.g., if at a Mars city, refill from the Mars stack).
Each player has their own ship with a unique ship power that breaks the rules above in some way. The end of the game is triggered when a city cannot be refilled because its stack is empty. When this happens, every player gets one final turn, then players tally the values from all of their delivered junk tiles, and whoever has the highest total wins.
News @ 11
Make up Stories, Break the News! News@11 is a recursive storytelling game in which the players are anchors at a news desk or on assignment in a world going weird. Fill in cue cards and incorporate the topics on them into your segment as you build the story. Stories from the morning news come back in the afternoon and evening, getting stranger and more tangled each time!
Deckscape: Test Time is the first title in a series of cooperative games inspired by real escape rooms in which a group of people is “trapped” inside a room full of puzzles and odd items. The goal of the game is to solve puzzles, understand the plot of the story, and make intelligent use of the items provided in order to exit from the room as quickly as possible.
In Deckscape: Test Time, you have been selected from Doctor Thyme’s most brilliant students for a special project. He’ll test your skills, and if you succeed, you’ll get a unique chance to help him on his newest and greatest invention. While he’s explaining his project, he distractedly pushes a button: an alarm cries loudly and heavy gratings shut all the windows and the exit door. The laboratory is locked! Doc Thyme falls through a trapdoor below his feet and the lights turn off. Will you be able to pass Doctor Thyme’s exam and exit his laboratory? Using just sixty cards, you will take part in a hectic adventure, without leaving home.
Deckscape: The Fate of London is the second title in a series of cooperative games inspired by real escape rooms in which a group of people is “trapped” inside a room full of puzzles and odd items. The goal of the game is to solve puzzles, understand the plot of the story, and make intelligent use of the items provided in order to exit from the room as quickly as possible.
In this title, a terrible threat hangs over London, and the Crown of England needs your help! Your mission is to find four devices hidden in secret locations and defuse them before midnight. A single mistake, and the situation could degenerate quickly…
Deckscape: Heist in Venice is the third title in a series of cooperative games inspired by real escape rooms in which a group of people is “trapped” inside a room full of puzzles and odd items. The goal of the game is to solve puzzles, understand the plot of the story, and make intelligent use of the items provided in order to exit from the room as quickly as possible.
In Deckscape: Heist in Venice you are professional thieves, now retired, but a mysterious missive forces you to reunite the old gang. The mission: sneak into the oldest casino in the world, in Venice, and steal a 1 billion euro chip! Each of you has specific skills and abilities, and if you stick to the plan everything will be fine. Although, yours is a risky job, and an unexpected event could compromise the whole mission… Can you overcome the intricate security systems of the casino and then run away with the loot?
DC DECK-BUILDING GAME CROSSOVER PACK 7: NEW GODS
The New Gods are a race of ultra-powerful beings who inhabit two warring planets in a far away galaxy, with Super Heroes living on New Genesis and Super-Villains residing on Apokolips. Play as Orion, Mister Miracle, Big Barda, Kalibak, Granny Goodness, or Darkseid in this newest expansion for the popular DC Deck-Building Game series. No teams to be found here—it’s every God for him or herself!
Instead of the usual Super-Villain stack, there are two stacks of HOMEWORLD cards. Each Homeworld has a special ability that all players can take advantage of, as many of the New Gods have spent time on both sides of the conflict. If you are Darkseid, you seek to conquer New Genesis … but so do your fellow Super-Villain players. The Super Heroes, conversely, compete to conquer Apokolips. When either Level 3 Homeworld is conquered, that ends the game and the player with the most VPs wins!
Once the cards and oversized Characters in this expansion get going, they reach heights unheard of in the series until now. For instance, Orion’s game text is: “Once during each of your turns, if you have 9+ Power, draw two cards.” All of the Hero and Villain cards in the set also feature a new keyword: Protector. By simply revealing a Protector from your hand, you may be able to thwart an invasion of your Homeworld. It’s up to you to save the your world!
Cataclysm: A Second World War
It is the 1930s and the world is still recovering from the Great War and the Great Depression that followed it. A second world war can break out at any time. Can you stop it? Will you start it? Better yet, can you win it?
Cataclysm is not your typical game about World War II. The game begins in 1933, not 1939, and is global in scope. Germany is far from dominating Europe. Japan is on the march in Asia. Every crisis is an unexpected opportunity. There is no hindsight and anything can happen.
Truly grand strategic in scope, Cataclysm requires players to lead nations, not just armies or fleets. You must craft a diplomatic strategy, develop political support for your policies at home, shift your economy to a war footing, and build up the forces you need to deter or vanquish your enemies.
There is no traditional I-go-you-go turn structure in Cataclysm. Counters representing political actions, military actions, units, and possible events are drawn at random from an action cup. As each counter comes out, the owning player resolves it, and play swiftly moves on to the next draw. You have to make plans to execute when your chance comes up, but you have no idea when, or in what order, events will transpire.
A game about global war gives every nation armies, air forces, and fleets. But in Cataclysm, military pieces have no numeric values. You know what forces you have and where they are deployed. To resolve combat, each side rolls up to three dice and compares their single highest die. You can devote more resources to a campaign (generating more dice or bonuses), but that does not guarantee a favorable outcome. Your efforts can lead to triumph… or to disaster.
In Cataclysm, you are free to explore alternatives. The Soviets can construct a massive long-range bomber force. Japan can build powerful armored forces to overrun Siberia. Germany can invade Britain, or France can take Berlin, provided you craft a strategy that gets you there.
When you play Cataclysm, you write your own history of a second world war.
Sandy Petersen’s Cthulhu Mythos (Pathfinder RPG)
Sandy Petersen is the undisputed authority on the Cthulhu Mythos in games as the author of the groundbreaking game Call of Cthulhu, the first game ever to bring H.P. Lovecraft’s work to the gaming world. He now proudly presents the definitive and ultimate guide to bringing Lovecraft to the high fantasy, sword and sorcery worlds played using the Pathfinder rule system.
Here, your band of heroes can now fight (and maybe even defeat) monstrous horrors and bizarre, inhumanly advanced races in adventures featuring these unique entities, their magics, and the alien technologies accurately portrayed from Lovecraftian works!
This core rulebook features a bestiary with over 100 creatures, monstrosities, and Mythos Entities authoritatively revised and updated for use with Pathfinder, plus Plot Hooks and Campaign starters, information on Mythos Alien and Bizarre Technology, new expansive Insanity Rules, and details on Cults of Cthulhu and the Necronomicon and other blasphemous Tomes, as well as new Rituals, Spells, Archetypes, and Class Options.
Pathfinder Roleplaying Game: Planar Adventures
There are worlds beyond the one we know: Planes of Fire and Water, Heaven and Hell, Dimensions of Dreams and Time. These are the realms of angels and demons, gods and goddesses—entire new realities where anything can happen!
Pathfinder RPG Planar Adventures expands the world of the Pathfinder Roleplaying Game and transports your characters and campaigns into uncanny new worlds rife with both perilous dangers and unimaginable rewards. In these infinite planes of reality, characters will test more than just their mettle against the daunting challenges that confront them—they’ll test their very souls!
Adventures in Middle-Earth: Rivendell Region Guide
The Rivendell Region Guide takes your adventures West across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between.
There are also rules for creating your own Magical Treasure; playing High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.
This gorgeous hardcover, 144-page, full-colour supplement includes:
• Background for the Last Homely House, Rivendell, the sanctuary of Imladris.
• Write-ups of the characters that might be encountered in Imladris, from Elrond and Arwen to Glorfindel and the White Council.
• New Fellowship undertakings.
• A history of Arnor, Angmar and the Rangers of the North.
• A region guide to Eastern Eriador, including the Barrow-downs, the Trollshaws and Angmar.
• New adversaries to face, including Ettins, Hill-men of Rhudaur and the toughest Troll of them all, the Queen of Castle Hill.
• A bestiary of undead creatures, from Bog Soldiers and Barrow-wights to the Lord of the Nazgûl himself, the Witch-king of Angmar.
• Rules for powerful adversaries, allowing you to customise any monster to provide a
challenge for even the most heroic of adventurers.
• A set of optional rules, the Eye of Mordor, to track how much attention the Enemy reserves for the company.
• Rules for adding Magical Treasure to your campaign, including dozens of ready-made
artefacts, some famous, others less so.
• A new playable Heroic Culture: the High Elves of Rivendell.
Arkham Horror: The Card Game – Return to the Night of the Zealot
“That is not dead which can eternal lie,
And with strange aeons even death may die.”
–H.P. Lovecraft, “The Nameless City”
You swore that you would never go back. Yet like a snake eating its own tail, you were always meant to return to where it all began. In the Arkham Horror: The Card Game Core Set, the Night of the Zealot campaign presented your first challenge while introducing you to the investigators, mechanics, and environment of Arkham Horror Files, providing a stable foundation from which you built your investigations out into the unknown and the unknowable. Now, you are invited to return home and begin a new challenge worthy of your expertise. Return to the Night of the Zealot, an upgrade expansion for the Night of the Zealot campaign from the Arkham Horror: The Card Game Core Set is available now!
Arkham Horror: The Card Game is a cooperative card game in which one to four players take on the roles of investigators attempting to solve eldritch mysteries while confronting maddening horrors in the world of H.P. Lovecraft’s Cthulhu mythos. Now, in Return to the Night of the Zealot, you’ll find an assortment of new content for the classic Night of the Zealot campaign from the Core Set, inviting you and your team to play through the investigation once more while experiencing enhanced challenges and new boons with sixty-six new cards, split between scenario cards, encounter cards, and player cards. This expansion also provides a storage solution with a premium box and eighteen divider cards to house your complete Night of the Zealot campaign in one place.
During your first excursion into Lovecraftian horror in the Night of the Zealot, you watched the world you thought you knew fall away as Ghouls and Cultists invaded your home, your safe haven. Ultimately, you were forced to leave the comfort of your own ignorance behind. Since then, your investigations into the paranormal and the macabre have led you across the globe into dangerous realms that run parallel to our own and pushed you within an inch of your life and your sanity. Now, after all you’ve seen, all you’ve learned, the circle has led you back to the beginning, where a new level of horror awaits.
This time, the conspiracy goes deeper than you had ever thought possible, starting with an alternate Act in the very first scenario from the original Night of the Zealot campaign. As before, it is late at night. You are holed up in your study, researching the bloody disappearances that have been taking place in the region. A few hours into your research, you hear the sound of strange chanting coming from your parlor. At the same time, you hear dirt churning, as if something were digging beneath the floor. In the back of your psyche, you know how this goes and you leap to investigate. The door to your study vanishes before your eyes, but now something shifts. This isn’t right. Rather than a solid wall, you discover a strange gateway to another part of your house. There must be a reason why this is happening…
In Return to the Night of the Zealot, the stars may have aligned to open a door to your past, but things are not precisely as they were. The evils you defeated once have become stronger. It seems if they have been lying in wait for this moment to occur, to get another shot at destroying you, and this time they are not alone. This upgrade expansion features new scenario cards for each of the three scenarios in the campaign: now marked as Return to The Gathering, Return to The Midnight Masks, and Return to The Devourer Below. While these titles may sound like a resurgence of the familiar, the experience is anything but. Return to the Night of the Zealot also stacks your encounter deck with two new encounter sets, filled with monsters and treacheries more terrifying than any you have faced. Ghouls from the Ghouls encounter set are replaced by Ghouls of Umôrdhoth and Cultists who once belonged to a Dark Cult now align with The Devourer’s Cult.
You are far from defenseless in your battle against these newfound horrors, however. Your time as an investigator in Arkham Horror: The Card Game has increased your experience and taken you to the far corners of the globe, providing you with ample opportunity to hone your skills and find stronger implements to add to your arsenal. This expansion features several new player cards—upgraded versions of cards that you originally found in the Core Set. For example, your lucky Charm, the Rabbit’s Foot (Return to the Night of the Zealot, 10), now returns with an upgraded ability. While in the original Core Set, you could exhaust Rabbit’s Foot (Core Set, 75) to draw a card after a failed skill test, this new version lets you exhaust the card after a failed skill test to search a number of cards equal to amount you failed by and add one of them to your hand. This added ability to search for exactly what you need can prove invaluable, as you will need every weapon and tool at your disposal if you wish to solve the mystery and escape with your life.
In addition to this enhanced mystery, Return to the Night of the Zealot includes a premium box that can be used to store your entire Night of the Zealot campaign, along with divider cards marked for each encounter set in Night of the Zealot. Within this hallowed repository, you will find the sixty-six new scenario, encounter, and player cards, as well as a list of achievements that can create the ultimate challenge as you play Return to the Nightof the Zealot. For example, you may favor the Baseball Bat (Core Set, 74) as your weapon of choice and become a Pinch Hitter, defeating three Ghouls without the Baseball Bat breaking. Another achievement may require each member of your team to stay in your cursed house for three rounds despite all logic, forcing you to question …But Do I Have To?
As you explore these new ways to experience investigations, you must proceed with caution. The closer you get to answers, the more exposed you become to the threats lurking in the shadows of Arkham. Masked Horrors (Return to the Night of the Zealot, 31) haunt the streets, and danger can hide behind even a friendly face. Lately, you’ve notice that your neighbor Jeremiah Pierce (Return to the Night of the Zealot, 44) has been a little too interested in what you’ve been up to, namely your investigation. To evade his constant, needling questions will take a true test of your Willpower. With every slip, Jeremiah gets a new piece of information that he can pass along, adding one doom to the agenda for every failed point. Do you have what it takes to outsmart the cunning Cultists, or will you fall victim to whatever malevolent force drew you back in the first place?
Accept the Challenge
Your investigations have brought you so far, but there was never any hope for escape. You need to return and face your demons. Perhaps it would be easier to just surrender to the madness, yet despite the increased danger, you cannot—will not—allow Arkham to fall into darkness. Gather your courage, assemble your team, and return to Night of the Zealot!
But it’s a bigger now!
How big you ask?
Twice as big, which means double the size of the box and cards. Those hoping we would double the size of the timer for more time to think will be disappointed.
Just imagine, the party goes on and on, and you want to play Codenames with as many people as possible. Now everyone will see better thanks to the bigger word cards. Handy, isn’t it?
Or, your granny visits you and it would be nice to play something that crosses generations. Was “Fun” meant for Clown or Library? Hard to tell. The sure thing is, however, that older people will read words on the bigger cards better and won’t confuse desert with a dessert.
Codenames XXL edition provides all of the components nicely sorted in a special insert created for this and the others from the planned XXL product line (yeah, spoiler alert).
Gloomhaven is Back!
Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Players will take on the role of a wandering adventurer with their own special set of skills and their own reasons for traveling to this dark corner of the world. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. In the process, they will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make.
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.