Tiny Epic Mechs, Sorcerer, Tomb Raider, Gugong, New D&D, Zeds Expansions, Descent, Inis, Sword & Sorcery, Lanterns and More!

Tiny Epic Mechs

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It’s the year 3030, and technology offers humankind unimaginable entertainment. What used to be virtual reality is now reality, and sports that once occupied your flat-screen now occupy the world stage. The largest of them embodies the evolution and integration of athleticism and machinery. Once every five years, hundreds of millions of viewers tune in to witness the spectacle that is M.E.C.H.s: Mechanized Entertainment Combat Heroes.

Tiny Epic Mechs is an arena-style player-vs-player action-programming game. It features ITEMeeples with plastic molded power armors and a Mech suit that the ITEMeeples actually go inside of.

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In Tiny Epic Mechs, players take on the roles of highly skilled and athletic Mech pilots. They compete in a free-for-all battle royale over the span of six rounds. In each round, players select four of eight available actions to program. These actions keep you moving around the arena while allowing you to deploy high-scoring defensive turrets, plant explosive land mines with hidden values, collect resources, purchase weaponry, and power up into your Power Armor or eventually the highly-sought-after Mech Suit. While each player has their own Power Armor, there is only one Mech Suit, reserved for the king of the hill.

Your programmed actions are played out one at a time around the table until all players have executed their four actions. When you cross paths with another player, combat ensues. During combat, players exchange fire until one player is out of ammo and must retreat, or they are defeated and forced to reset.

Combat is fast, and you can use each weapon only one time per fight, so the more weapons you have, the longer you’ll last. Weapons are categorized into three types, and each type counters one of the other types. If you time your weapons correctly, you can counter your opponent and unleash a more powerful attack and gain an edge over them. Dealing a lot of damage to your opponent will wow the audience and earn you lots of points, which brings you closer to victory. You also score victory points every other round based on area control and who controls the Mech. At the end of the game, you also earn points for each weapon you own.

Inis: Seasons of Inis

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Inis welcomes a fifth player in the Seasons of Inis expansion! Discover new gameplay with the seasons wheel, bringing new modalities of victory! Explore the six new territories and lead your troops from the harbors to the island!

This expansion offers new action cards. Go back to the adventure, warrior, and may the gods be on your side!

The Ancient World 2E

In an ancient world forgotten by time, enormous titans terrorize the land. Five tribes have been fleeing from the titans for centuries, but things are about to change. Growing city-states pledge to end the reign of terror, determined to take on the titans and make the world a safer place for all. Each city-state competes to attract the tribes, eager for the strength of the combined peoples, who are now leaving behind old traditions with the hope that the titans can be defeated once and for all.

In The Ancient World, players compete to grow the largest and most influential city-state by managing citizens, treasury, and military and by defeating titans. Players take turns sending citizens to take special actions or using military cards to attack titans. One of the actions a citizen can perform is to build Empire cards, which give more citizens, money, and abilities.

A city-state’s influence in the world is measured by sets of tribe banners that it owns. Each Empire card has one or more tribe banners, and tribe banners can also be gained by defeating titans. Players gain victory points (VPs) for sets of tribe banners. After six rounds, the player with the most VPs from sets of tribe banners wins.

The second edition features:

– Numbered, limited edition boxes
– Designer’s signature printed in metallic ink
– Revised and new titans
– Larger, revised player boards
– Expanded game play, including a new resource: AMBROSIA
– Titans now attack YOU!
– Updated district and empire cards

Tomb Raider Legends: The Board Game

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As Lara Croft embarks on an unknown journey in search of a hidden Artifact, the threat she faces is…none other than herself!?
Explore ruins, see off threats, use your wits, arsenal and skills to prove that you, and you alone, are the “True” Lara Croft!​
Play as one of the most iconic female characters ever created.​
Each game offers a different experience thanks to a modular board!​

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A great mix of strategy, luck, and things not always going according to plan! ​
Brought to you by the makers of FINAL FANTASY Trading Card Game in partnership with Square Enix and Crystal Dynamics, Tomb Raider Legends: The Board Game is a fun and clever take on the classic video game series.

Sorcerer

Sorcerer: A Strategy Card Game is set in what the company describes as a grim, gaslamp lit world full of fantastic, mythical creatures and sorcery. Designed for two to four players, the game pits two ancient beings of great power against one another to determine which of their lineage are strongest. The players use sorcery to conjure minions, cast minions, and wield enchanted items to reach the game’s goal of conquering three battlefields.

The game uses a simple resource system of “energy” that is determined randomly by a dice-roll at the beginning of each round, to make sure no round is the same. However, the outcome being the same for both players, the game balance stays even. This energy is then used in the Action Phase for conjuring minions from your hand on any of three battlefields, casting possessions that can improve your minion’s traits and abilities; or sorcery cards with various direct effects. Also as an action you can add more energy to your Energy Pool, draw more cards, move minions to another battlefield etc. The choice is yours, it is just about your pure skill to handle the battle preparation!

In the Battle Phase players roll amount of custom dice equal to each minion’s attack trait with possible outcome of miss, hit, double hit or critical hit for each die, and place damage counters on the respective minions or directly to the Battlefield. A unique system of Omen tokens then allows to adjust this outcome by re-rolling the dice, before distributing the damage among opponent’s minions and battlefield.

The combination of usual mechanics like story driven deck building, push your luck or dice-rolling; and a unique system of influencing the outcome of the battle, provides a perfect balance between strategy and random elements (even you still have the possibility to influence the outcome). Dividing the round to the Action Phase and Battle Phase then creates a very pleasant and natural flow of the hardcore game play.

 

Exit: Catacombs of Horror

Gloomy vaults lie under the city of lights. The catacombs of Paris swallow the light, secrets, and — apparently — also people. After the mysterious disappearance of a friend in the catacombs, players in Exit: The Game – The Catacombs of Horror embark on a mysterious search through the underground labyrinth. Will players be able to find their friend in time and escape this cavernous world full of dark mysteries?

Like other titles in the series, Exit: The Game – The Catacombs of Horror includes components meant to be folded, written upon, or torn, so it’s marketed as a single-use game. What’s different in this game is that it consists of two parts, with each part being its own challenge.

Sword & Sorcery: Vastaryous’ Lair

Vastaryous’ Lair is a complete Sword & Sorcery expansion, including everything you need to play 4 epic Quests. Fight your way through the fierce Orc Tribes of Black Queen Island, overwhelm the Drakonic guards protecting the lair of the great wyrm, and prepare to fight the dragon in the fiery depths of its abode…

New Epic powers, armors, and items will help the Heroes rise to the peak of their power, reclaiming their ancient greatness. New mechanics have been developed for this expansion, to resolve the Epic fighting against Vastaryous – an opponent even more powerful than a “mere” Master Enemy. Each head is an intelligent being in itself, with different attacks and powers, posing a unique threat to the Heroes!

Vastaryous’ Lair can be played as a side quest to Act II. Last but not least, Gremlins are playtesting a specific “Raid” mode, where up to TEN Heroes can fight against the terrible power of Vastaryous.

This expansion contains ACT III of III in the Immortal Souls campaign.

Descent: Lost Legends

The heroes of Terrinoth take on many shapes and sizes. From stoic warriors leading the charge to powerful mages harnessing the power of rune shards to conjure powerful magics and defeat their foes. Your adventures in Descent: Journeys in the Dark have seen you embody a myriad of different classes, and now even more choices await!

Lost Legends includes new class options for players venturing into the dark, including two new standard classes and eight new hybrid classes, opening up hundreds of new hero and class combinations for you to discover as you continue your adventures in Terrinoth!

Captain Sonar: Operation Dragon

Captain Sonar: Operation Dragon, an expansion for Captain Sonar, consists of an “Operation Dragon” campaign as well as a “Custom Pack” toolbox. A few details:

• In search of rare minerals, the crews dive to never-before-seen depths where the laws of physics reach their limits. In the “Operation Dragon” campaign mode, teams can play seven consecutive missions on ever-new nautical charts, using expert characters with abilities exclusive to them to make it through this adventure. The result of each game affects the next mission…

• The “Custom Pack” toolbox contains four new modules with new options to vary your gaming experience, such as “Armada” mode, new second stations, and new mechanics stations.

Lanterns Dice: Dice in the Sky

The harvest is in, and now it’s time to celebrate! The emperor has declared that this shall be the best harvest festival yet.

In Lanterns Dice: Lights in the Sky, players act as artisans, decorating the palace lake with floating lanterns and launching fireworks to light up the sky. The player who earns the most honor has made the best impression on the emperor and wins.

In more detail, roll dice and choose which colored lanterns players can fill on their scoresheets. Earn gifts to perform special actions, fill in additional colored lanterns, and create powerful combinations. Cover completed shapes with fireworks tiles to score points and put on a spectacular show!

D&D: Acquisitions Incorporated

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WELCOME TO ACQUISITIONS INCORPORATED!
Explore a wealth of peril and personalities for the world’s greatest roleplaying game.

When you’re just starting out in the adventuring business, it might be nice to have a leg up. It can be a big help to have access to the powerful artifacts, expertise, and jobs that Acquisitions Incorporated (Acq Inc) has to offer a new franchise. Join Omin Dran, Jim Darkmagic, and Viari like never before with the new Acquisitions Incorporated campaign book for Dungeons & Dragons!

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Set yourself up for success when pursuing your own fantasy-business endeavors, using all the ingredients you need to include Acquisitions Incorporated in your D&D campaign, to establish your own franchise, and take on specialized roles therein. Plus, there are always openings coming available… Just try not to think about why.

Learn everything you ever wanted to know about starting your own fantasy business as you begin your career today, as a proud member of Acquisitions Incorporated.
Acquisitions Incorporated has everything you need to play a D&D fifth edition game just as if you were on stage with the crew at PAX! New backgrounds, character options, franchise information, and more!
Start up your own Acquisitions Incorporated franchise in the Forgotten Realms or anywhere in the multiverse.
Acquisitions Incorporated is a different flavor of D&D full of madcap heists and hilarious moments, and it’s one of the new ways to tell fantastic D&D stories.
Includes an adventure that will take characters from levels 1 through 6, establishing your party’s claim on a world they’ve just begun to explore—and to strip-mine for profit.

Realm of Sand

The Realm of Sand, the mirror of the material world and the source of magic in Ragusa, has started dying. After thousands of years of overuse, the magic has begun to dissipate. With the realm in peril, time bends and reality shifts uncontrollably in the physical world.

The Queen of Ragusa has embarked on a journey to the Realm of Sand to save her home. While she travels the plane awaking the power of the glyphs, you as a royal magician must act quickly to assemble those glyphs and stabilize the magic to reconstruct the realm of sands. Who will help the queen save Ragusa and become hero of the Realm of Sand?

Gugong

China, 1570. China is under the reign of the Longqing Emperor, of the Ming Dynasty. He inherited a country in disarray after years of mismanagement and corruption. He resided in the Forbidden city, which was the seat of many emperors under the Ming Dynasty. Constructed from 1406 to 1420, the complex consists of 980 buildings and covers 72 ha (over 180 acres). It is also under the Ming Dynasty that the Great Wall of China was rebuilt, fortified, and expanded. Around this period, China was under heavy attack from the Mongols, so maintaining the Great Wall was essential. Most of what we now have left of the Great Wall, we owe to the Ming dynasty.

The country was already famous for its very intricate bureaucracy, but this also led to a lot of corruption. Even though the penalties for corruption were very high, the highest Officials of the Forbidden City would pretend to uphold the ban on corruption, by accepting gifts of petitioners, and returning one of seemingly lower value.

Gùgōng uses this extraordinary custom as its basis. Players take on the role of powerful Chinese families trying to gain influence and power by exchanging gifts with Officials. The gift cards you offer as a player have to be of a higher value than the one you receive, forcing you to make strategic choices regarding which actions you want to take each turn. You will travel around China, sail down the Grand Canal, purchase precious jade, help construct the Great Wall, secure advantages through decrees, influence the game through intrigue, and ultimately, receive an audience with the emperor. If only 1 player succeeds in doing so, he wins. If several players succeed, the player with the most VPs among those players wins the game.

Smash City

Smash City is the action-packed game of Kaiju combat! Toss your giant monster dice at your foes to perform devastating attacks! Crush cities and spread fire, electricity, poisonous gas and radiation! Throw cars and destroy tanks! Inflict maximum carnage like a true Kaiju!

Players must have good aim and a deft hand as they roll their monster dice into the city, knocking down buildings and attacking anything within range. You might even be able to throw cars at your foes!

Each of the four Kaiju has special powers and each favors a particular energy type. Use these to crush your foes and smash the city!

Players gain SMASH! cards as they destroy the city and will have to use their cards and powers to full effect if they hope to overcome their foes and be the victor of Smash City!

Quarriors! Qultimate Quedition

In Quarriors!, each player plays as a Quarrior competing for glory in the eyes of Quiana, the Empress of Quaridia. Each player starts with an identical set of twelve dice in their dice bag. At the start of the game, creature and spell dice (dubbed “quarry”) are dealt at random to form “the Wilds” in the center of the table. As play progresses, players roll their dice to attempt to summon creatures, cast spells, and harness the magical power of Quiddity (the in-game resource) to capture quarry from the Wilds to add to their repertoire and into their dice bag. Players draw and roll six dice a turn from their bag, meaning that controlling bag composition is key to victory.

Quarriors! is a fast-paced game in which players must strategically balance their choices each turn. Do you use your Quiddity to summon creatures in the hopes of scoring glory, or should you spend it all to capture more powerful quarry from the Wilds? Players must outmaneuver their opponents through strategic spell use, the acquisition of powerful quarry, and ultimately, by striking down opposing creatures in combat. If your creatures survive until your next turn, you will score glory points and move closer to victory!

Quarriors! Qultimate Quedition consists of the Quarriors! base game and all previously released expansions and promotional cards.

 

Dawn of the Zeds 3E

The postcards in every local drug store read, “Welcome to Fabulous Farmingdale!”, an ad campaign that was the brainchild of Mayor Hernandez (who coincidentally employed his wife’s public relations firm to market their community). But right now, things are far from fabulous in Farmingdale and, for once, everyone isn’t blaming the Mayor. Some kind of virus or poison is turning ordinary people into vicious, zombie-like killers. It is not clear how the disease spreads (though it seems that physical contact is certainly one way), but it is obvious what the illness does to its victims.

These undead, nicknamed “Zeds” from the local newscasts as the acronym for “Zombie Epidemic Disease,” are now converging on your corner of the world around Farmingdale. As best you can tell, you have been left to your own devices to stop them while the National Guard organizes a relief column, but that could take days, perhaps weeks, for them to fight their way to you and until then, what can you do?

With little choice between survival and a gruesome (un)death, you realize that you must coordinate the defense of the town of Farmingdale and its surrounding villages. You must lead the good citizens and emerging heroes of these communities to halt the Zeds’ advances by (re)killing them, attempt to coordinate the discovery of a cure to this vile scourge, and preserve as much of the area and as many of its inhabitants as possible. There’s no time to lose…

Dawn of the Zeds (Third edition): Expansion Pack #1 – Stepping Forward

The first Dawn of the Zeds: Third Edition Expansion Pack features ​4 new characters (3 heroes and 1 heroic civilians), who ​are stepping forward, ready to ​confront the Zeds.

Dawn of the Zeds (Third edition): Expansion Pack #2 – New Player Blues Expansion 

The second Dawn of the Zeds: Third Edition Expansion Pack features ​​13 new Outbreak! (blue) Level Event and Fate cards, ​broadening the narrative and gameplay excitement. Zeds are learning to move in new and unexpected ways, catching the citizens of Farmingdale unaware and, at times, unprepared.
In addition, a new hero has arrived. No one knows what “Bouncing” Betty Bolivar is fighting for, but what they do know is the single-minded ​destruction she is capable of.

Dawn of the Zeds (Third edition): Expansion Pack #3 – Rumors and Rails

The third Dawn of the Zeds: Third Edition Expansion Pack features two new game systems. In the first, Refugees are more helpful than ever ​as they bring ​with them Rumors about incredibl​y useful​ items ​for​ the ongoing battle​.​ ​All 16 ​Rumor chits provide heroes with special goodies or abilities ​when discovered. ​
The second game system features two trains operating ​from​ ​the town’s rail junction, providing​ heroes with new modes of transportation​ and unique strategic pieces on the chessboard at the Battle for Farmingdale​.

Commands & Colors: Medieval

Commands & Colors: Medieval is based on the Commands & Colors game system and by design is not overly complex. The Medieval game introduces many new game concepts to the Commands & Colors system, which add historical depth and flavor. Some of the new concepts are:

Superior armor and status when battling
Cavalry units increase to 4 blocks
Heavy infantry battle dice are reduced from 5 dice down to 4
Light Bow Cavalry units can employ the Parthian Shot when they evade
Still, some Commands & Colors game mechanics remain familiar to players of other games in the system, like the deck of Medieval Command cards that drive movement while creating a “fog of war,” and the battle dice that will resolve combat quickly and efficiently. The stylized battlefield scenario maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. The scale of the game is flexible, and varies from battle to battle. For some scenarios, a unit may represent a Chiliarchy of soldiers, while in other scenarios a unit may represent just a few brave warriors. The battlefield tactics, however, that you will need to execute to gain victory conform remarkably well to the strengths and limitations of the various medieval unit types, their weapons, the terrain, and history.

Although the Byzantine army fought on other frontiers, against a multitude of opponents, Visigoths, Vandals, Ostrogoths, Franks, Alemanni, those conflicts are beyond the scope and space of this one package. Additional expansion modules that address those battles will be forthcoming.