Endeavor: Age of Sail, Spirits of the Forest, Neon Gods, New D&D, Ice Cool, DC DBG and More!

Endeavor: Age of Sail

In Endeavor: Age of Sail, players strive to earn glory for their empires. Sailing out from Europe and the Mediterranean, players will establish shipping routes and occupy cities the world over. As they do so, players will leverage their growing industry, culture, finance, and Influence, building their engine and extending their reach into the far-flung regions of the world.

In this second edition, players will experience:

  • Double-sided board to accommodate different player counts
  • Variable starting set ups with new buildings
  • Exploits to enhance the mechanisms and story of the different regions
  • Updated visuals by the original artist and graphic designer, Josh Cappel

Spirits of the Forest

Once an age, a mythic wind lifts the veil between the spirit world and ours. Whimsical seraphs, drawn to the vigor of an ancient forest, descend through clouds to once again take up their centennial game. You are one of these seraphs – a being of great power and curiosity. The life of the forest fascinates you, and you eagerly gather plant, animal, and sprite alike to add to your mystical menagerie. But beware, for you are not alone. Other beings just like yourself contest to collect the life of the forest as well!

In Spirits of the Forest, players represent the four elements that nourish the forces of nature. Up to four players compete to acquire the most (of nine different) spirit symbols which are bound to a different element of nature. Each turn, a player drafts up to two spirit tiles from the forest (a common pool of 48 spirit tiles), collects favor tokens and moves, places, or recovers gemstones. Players continue taking turns until all tiles have been collected from the forest. At the end of the game, players score nature points for each spirit (augmented by favor tokens) of which they have a majority. Whoever has the most nature points at the end of the game wins.

Dungeons & Dragons Art & Arcana: A Visual History Special Edition

A deluxe, special edition package containing art prints, ephemera, and the illustrated guide to the history and evolution of the beloved role-playing game as told through the paintings, sketches, and illustrations behind its creation, growth, and continued popularity.

From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game’s millions of fans around the world.

Contained inside a clamshell featuring original illustrations by superstar D&D artist Hydro74, this special edition includes 10 high-quality prints of classic DUNGEONS & DRAGONS artwork, as well as a pamphlet-sized, unpublished original version of the game’s most infamous adventure module and deathtrap Tomb of Horrors, written by DUNGEONS & DRAGONS co-creator Gary Gygax.

Dungeons & Dragons Art & Arcana: A Visual History

An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity.

From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game’s millions of fans around the world.

Folklore: Dark Tales Expansion

Folklore: Dark Tale Expansion – Contains nine more stories, featuring new systems for dungeon exploration and open-world adventure. Play as one of six new archetypes, or continue your campaign with your existing characters from the Folklore: The Affliction core game. Be prepared: your quest in The Dark Tales expansion will take you to the heart of evil plaguing Kremel. You’ll need to gather your companions, train new abilities, and uncover powerful artifacts to strike back against the shadows seeping throughout the realm.

DC Rivals: Green Lantern vs. Sinestro

DC Comics Deck-Building Game: Rivals – Green Lantern vs Sinestro sets out to recreate the never-ending conflict between Hal Jordan and Sinestro. The 98 cards in the set include new heroes, villains, equipment, locations, constructs, and features two different approaches to play. The Sinestro side is built around attack and forcing his opponent to take bad cards, while the Green Lantern side prefers drawing extra cards and a strong defense.

In more detail, players take on the roles of Green Lantern and Sinestro. Each oversized character card has a cost of 9, 12, or 15 and has a unique ability. As they are defeated, the characters grow in difficulty to take down, and their abilities also improve. Players start off on an even playing field with identical decks of cards. They then use the cards in their hands and special abilities to buy bigger and better cards. As the game progresses, each player’s deck becomes unique, strengthened by their decisions. Players attack and defend until Green Lantern or Sinestro stands supreme over his iconic rival!

The DC Deck-Building Game: Rivals – Green Lantern vs. Sinestro is fully compatible with the earlier Rivals – Batman vs. The Joker and the Confrontations set. It is also compatible with all other Cerberus Engine games.

Neon Gods

Neon Gods is a story of street gangs set in a kaleidoscopic near future of heightened reality inspired by sci-fi cinema of the 1970s and 1980s.

Start your own (legitimate) businesses, and watch them flourish. Recruit the finest disillusioned ne’er-do-wells to hold your territory, and purchase black market resources that’ll give you the edge. Be prepared to fight for what’s yours because opponents will muscle in on your territory; defend your territory or shed some blood to take over what others have built. And don’t forget the cops, who clearly don’t have anything better to do than harass innocent business owners such as yourself.

At the end of every third round, players gain points for the territories they control. After nine rounds of play, the player with the most points wins control of the city. The world may not think much of you, but in the back alley glow of the neon night, you can be a god…

Brass: Iron Clays

A deluxe set of 100 Iron Clays in 5 denominations houses in a beautiful box and tray.

Ice Cool 2

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ICECOOL2 is both a standalone game and an expansion for ICECOOL. If played on its own, ICECOOL2 differs from the original game thanks to:

  • Tasks on 1-point cards
  • Fish-moving power on 2-point cards
  • Optional tournament scoring

If you combine both ICECOOL sets, you get:

  • Multiple new layouts
  • New game mode called “The Race”
  • Games playable for up to eight players
  • Chance to create your own new layouts

Gargantuan Unpainted Dragons

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This brand new series of Gargantuan Dragon miniatures from WizKids is sure to impress role-players and miniature hobbyists alike. The sheer size will certainly eclipse most adventuring parties. These Pathfinder Battles Deep Cuts miniatures are highly detailed figures, primed and ready to paint straight out of the box.

Like all of the miniatures in this line, they include deep cuts for easier painting, and the packaging displays these miniatures in a clear and visible format, so customers know exactly what they are getting. Look below for a glimpse of these awe-inspiring, fear-inducing creatures of mass-destruction!

Sweet Jenny

Sweet Jenny is a gambling game played in the world of Théah, the setting of the 7th Sea role­playing game, and is inspired by classic card games. As a game itself, Sweet Jenny is a mix of poker, blackjack and three­card monte using it’s own unique deck. It combines strategy, bluffing, mind­games and blind luck to create a chaotic and fun diversion for sailors, dock­hands and slumming nobles alike.

Each round, each player antes up and is dealt a single card facedown. The dealer also lays out a number of facedown cards into the middle of the play area. Over three phases, players secretly spy their own or middle cards, swap out cards, or discard their cards, in the attempt to manipulate the splay of cards. To win the round, a player must end up with the highest hand without going over 17.

The winner of the hand wins the antes. The holder of the most ante coins when another player has none left wins the game. The game gets more complex with unique role cards that give players more powers to manipulate cards and the board.

Fantastic Beasts: Perilous Pursuit

Several of Newt Scamander’s magical beasts have escaped and are running loose in New York City.

In Fantastic Beasts: Perilous Pursuit, players take on the role of Newt, Tina, Jacob and Queenie on an exciting adventure as they try to return all the beasts to Newt’s suitcase before they draw the attention of the non-magical community. To do this, they need to collect sets of dice to take actions that allow them to shield each other, draw cards, and most importantly, get the beasts back into his suitcase before havoc ensues.

Arkham Horror 3rd Edition

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Learn to Play on Sunday, November 4th at The Wandering Dragon! RSVP now!

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

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Only a handful of investigators stand against the Arkham Horror. Will they prevail?
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Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

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The game is split into a series of rounds made up of four phases.

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

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The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.

Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move.

Focus – Focus one of your skills, increasing its value.

Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.

Attack – Attack a monster engaged with you.

Evade – Try to escape from a monster engaged with you.

Research – Search for clues at your location.

Trade – Trade money, clues, items, and more with other investigators at your location.

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