Folklore: The Affliction Sneak Peek Bundle, Who Goes There, Archmage, Micropolis, Cryptid, Railroad Rivals and MonPoc is Back!

Folklore: The Affliction

Embark on a cooperative epic adventure that is Folklore the Affliction. Find and destroy the source of the evil spreading its claws into the heart of the land, decimating its people and resources. Free the denizens from the scourge of vampirism and lycanthropy and expand your power and abilities. Are you a survivor, or will you play as your ghost? Will you fall to the bloodlust or the taint of lycanthropy yourself?

Folklore: The Affliction is an expandable ongoing horror RPG board game for 1-5 players that focuses on immersive storyline, strategic combat, character development and intense character customization elements. Your successes and failures, encounters and challenges can affect the entire group raising the ante and fueling interaction. Play one of six customizable and unique characters in a quest to gain Lore by conquering the supernatural Afflictions. Travel the land and enter dark locations where the action becomes a miniature based dungeon crawl. Uncover deeper and more intriguing storylines as you go further into darkness in your quest to drive the evil back into the hell it came from.

Dying in Folklore is not the end for your character… dead characters play on as their ghost with ethereal powers to strike down your foes from beyond the grave. You are never truly out of the action. Customizable abilities even include those that can strengthen your character in the afterlife!

Bonus items otherwise not available until 2019 included in Bundle are:

Folklore

Folklore: The Affliction – World Events

This expansion card set for Folklore: The Affliction, comprised of 52 cards, adds environmental and special event cards to the core game experience.

Folklore: The Affliction – Crafting & Recipes

This expansion for Folklore: The Affliction containing 52 cards, adds crafting and recipe generation to the core game.

Folklore: Encounter Record Pad

Records your Folklore campaign notes, progress, and other information between sessions (50 sheets).

Folklore: Character Record Pad

Records your character’s stats, statuses, currency, lore, and other key information between sessions (50 sheets).

Micropolis

Gather your ants in Micropolis, and send them through the anthill to do your bidding. What do you want? Fruit? Warriors? A queen? Even more ants?!

Each player starts with a central location that will be surrounded by ten tiles over the course of the game, with the tiles being connected by a series of tunnels. Over ten rounds, players draft tiles one at a time, with the player with the largest army going first. They can take the first tile in line, or place an ant on each tile they want to pass to get to something better. The tiles have various roles on them: Queens who if alone can improve their space; Nannies who give you extra ant soldiers; Architects who let you take any tile for free; Warriors who attack the first player; Generals who manage the movement of your ant soldiers; and Fruit gatherers who collect fruits, which score based on the variety you have.

Ants at the end of the game are worth one point each, and whoever has the largest army earns an additional 5 points.

Archmage

A few magically talented individuals, their devoted followers in tow, have been drawn from their villages across the twisted wilderness to the Ruined City.

At the very heart of the city, the cursed Tower of Magic rises into the broiling clouds. From this vantage the Archmage and her Order of Mages ruled these lands for an Age, drawing together the warring magics of the mythic races into one all-powerful and cohesive force. That was, of course, before The Ending.

The Ruined City is now home to but a fragment of the mythic races that once served the Archmage and her Order. And until now, no human has dared step foot in these forsaken streets. The newcomers, of human stock, are the descendants of the ancient Mages, now outcasts living in camps in the farthest reaches of the lands. Unusual shows of power in their home villages have already gathered them small but enthusiastic bands of followers. And now they have travelled to meet with representatives of the mythic races, to seek their wisdom and magical secrets.

The mythic races are the keepers of six very different spheres of magic, with very different abilities. It was only the power of the Archmage that long ago found ways to combine the spheres and gain higher and higher levels of magic. Now, much of the magic of the mythic races is lost, and the newcomers, having come so far, are told they must now travel the lands to reclaim lost relics sacred to the races. It seems the journey to absolute magical power has only just begun…

Archmage is a euro-thematic hybrid, where players take on the role of fledgling Mages, traveling the lands to recover ancient relics, gather followers, and train apprentices in six spheres of magic and beyond. As the power of their Order grows, they will pit apprentices against each other, and attain unheard of spells and magical powers, building their own Mage tower to watch over the lands and weave their magics.

When the time of reckoning comes, a new Archmage will rule.

Each turn is formed of two phases:

  1. The Journey: A Mage travels across the map (formed of hex tiles): discovering new locations; deploying followers to gather relics from Ruins, Libraries, Sacred Glades, and other locations sacred to each of the mythic races; and encountering and dealing with the followers of their opponents.
  2. Journey’s End: A Mage will finish each Journey in a specific location where they can perform a specific action.
    • Ending a Journey on a Town will let the Mage call on their Followers to deliver the relics and resources they have gathered.
    • Ending in a Settlement (where the spurned descendants of the Mages fled after the Ending) will let a Mage recruit more Followers to their Order.
    • Ending with a Mythic Race will let the Mage train Followers as Apprentices specialising in the magic of that Mythic Race (at a cost of the Relics with which the magic must be weaved).
    • Ending in the Wilderness will let the Mage’s followers take more physical control over the area.
    • Ending in the Mage’s Tower (once it has been built), will let the Mage train and test their Apprentices. On the floor of the tower (player board) is a mandala in which the Apprentices stand. Moving apprentices on the mandala will change the sorts of spells the Order has access to. Testing apprentices sees one apprentice advance to a higher level and allows an Order to discover new spells and magics beyond what any of the Mythic Races could individually know, and to add to those magics to their spell library.

Spells provide Mages with a range of options for strategic and tactical play. Archmage has a modular spell system, with 18 spells included in the base game, and expansions planned to add more sets. Spells are used by expending a cost in Relics, the magical currency of the game that is unique to each mythic race.

The game is played over a number of turns, depending on the player count. After the last turn, the Mage with the most powerful Order of Mages, is declared the new Archmage and power is restored to the lands… until the next time!

Who Goes There

Who Goes There? is a cooperative game of growing paranoia. At the beginning of the game, all players are human and there is no reason not to fully trust the other players. As the temperature drops and mistakes are made, players start to doubt everything and everyone around them.

You must build, trade, and upgrade to better your chances of surviving the perils of the camp, and the alien entity that is now running loose.

Players must survive the elements and escape on the helicopter. and hope that anyone else on board is who they appear to be.

Critical Mass: Patriot vs Iron Curtain

Critical Mass is a fast-paced mech combat game. Players go head-to-head in this fighting-strategy game with deck-building aspects. Players choose their favorite mech to battle it out, with each mech offering a different loadout of cards to start the game and unique powers.

Each turn, players play a card face-down. When both players have chosen a card, they reveal them. Cards resolve based on their speed if they haven’t been interrupted. Weapons deal damage and interrupt the enemy, while defending avoids weapon hits. Upgrading offers you additional cards to add to your arsenal but is vulnerable to being interrupted. Lastly, recharge reloads spent cards.

As cards are played, they go to their owner’s cool-down pile, where they remain until they’re reloaded. As players take damage, the armor on their mech is destroyed. When enough armor is destroyed, an armor core becomes vulnerable and can be destroyed to stun that mech for the next turn. The game ends when a mech’s armor is completely destroyed down to the last core.

Critical Mass: Raijin vs Archon

Critical Mass is a fast-paced mech combat game. Players go head-to-head in this fighting-strategy game with deck-building aspects. Players choose their favorite mech to battle it out, with each mech offering a different loadout of cards to start the game and unique powers.

Each turn, players play a card face-down. When both players have chosen a card, they reveal them. Cards resolve based on their speed if they haven’t been interrupted. Weapons deal damage and interrupt the enemy, while defending avoids weapon hits. Upgrading offers you additional cards to add to your arsenal but is vulnerable to being interrupted. Lastly, recharge reloads spent cards.

As cards are played, they go to their owner’s cool-down pile, where they remain until they’re reloaded. As players take damage, the armor on their mech is destroyed. When enough armor is destroyed, an armor core becomes vulnerable and can be destroyed to stun that mech for the next turn. The game ends when a mech’s armor is completely destroyed down to the last core.

Railroad Rivals (Both Standard and Premium Editions Available)

While playing Railroad Rivals, you connect cities via one of the twelve great railroads that stretched across the United States, while simultaneously building your stock portfolio. You then use those railroads to make deliveries that drive up the price of your stocks. At the end of the game, the player who has run the most profitable railroad while also owning the most valuable stocks becomes the greatest of all of the railroad rivals!

In more detail, Railroad Rivals is a tile-drafting and -laying game in which you build a railroad empire that stretches across America…and across your table. Each turn you draft one new city tile and one new railroad stock tile. You then lay one of your city tiles next to a city tile that is already on the table to create a link between the two cities. The matching edges must both have the same railroad on them. Each newly laid city gets one or more randomly drawn colored cubes placed on it that represent the goods that can be delivered from that city. After all players have laid their city tile, you deliver one goods cube using one of that city’s railroad links. This gives you points and raises the value of that railroad stock.

At the end of the game, your score is the total of all of the points that you received from deliveries, from other players using your railroad links, and from the value of all of your railroad stock tiles.

Cryptid

You’ve studied the footage, connected the dots, and gathered what meager evidence you could. You’re close — soon the whole world will know the truth behind the Cryptid. A group of like-minded cryptozoologists have come together to finally uncover the elusive creature, but the glory of discovery is too rich to share. Without giving away some of what you know you will never succeed in locating the beast, but reveal too much and your name will be long forgotten!

Cryptid is a unique deduction game of honest misdirection in which players must try to uncover information about their opponents’ clues while throwing them off the scent of their own. Each player holds one piece of evidence to help them find the creature, and on their turn they can try to gain more information from their opponents. Be warned; give too much away and your opponents might beat you to the mysterious animal and claim the glory for themselves!

The game includes a modular board, five clue books, and a deck of set-up cards with hundreds of possible set-ups across two difficulty levels. It is also supported by an entirely optional digital companion, allowing for faster game set-up and a near-infinite range of puzzles.

Monsterpocalypse 2E Miniatures Game

In Monsterpocalypse Miniatures Game, two or more giant kaiju monsters brawl, blast, and body-slam each other in a dense destructible urban environment. Alongside these towering monsters, lesser minions such as powerful tanks, fighter jets, flying saucers, fearsome dinosaurs, and demonic fiends fight to capture important locations and help power their monster to victory.

Monsterpocalypse Miniatures Game: Protectors Starter – G.U.A.R.D. includes the giant Defender X and five G.U.A.R.D. units. This is a single-player “Protectors” starter box and must be combined with a red “Destroyers” box in order to play the game.

Monsterpocalypse Miniatures Game: Destroyers Starter – Planet Eaters includes the giant Gorghadra and five Planet Eater units. This is a single-player “Destroyers” starter box and must be combined with a blue “Protectors” box in order to play the game.

Also Available:

Strike Fighters and Rocket Chopper

Contains:

Strike Fighter (4)
Rocket Chopper (1)
Shattering the sound barrier to arrive on the scene accompanied by sonic booms, Strike Fighters make up the air force of G.U.A.R.D. Each pilot is a fearless daredevil with his finger on the trigger…

G-Tanks and Repair Truck

Contains:

G-Tank (4)
Repair Truck (1)
The G-Tank is a solid fighting machine that utilizes its sturdy tank treads to roll over any obstacle that would impair its movement.

Repair Trucks crewed by skilled G.U.A.R.D. engineers wage an endless battle against devastation…

Chompers, Destructomite and Explodohawk

Contains:

  • Chomper (3)
  • Destructomite (1)
  • Explodohawk (1)

Chompers are simple but effective destroyers that function like mobile mouths, opening wide to eat entire armored vehicles and then channeling the energy of each meal to their greater masters…

Belchers and Crawler

Contains:

  • Belcher (4)
  • Crawler (1)

Belchers are rotund agents of destruction sent to intercept any of the fighting forces interfering with the Planet Eaters’ rampages. Capable of moving surprisingly quickly on their stubby legs, Belchers can spew out balls of flaming plasma…