Marvel United, D&D: ICewind Dale Miniatures, Tekhenu, New Clank and More!

Marvel United

Marvel United by CMON — Kickstarter

In “Marvel United” you take the role of iconic Marvel Heroes cooperating to stop the master plan of a powerful Villain controlled by the game. Each Villain unveils their unique master plan, with cards that trigger different effects, and threats that pose challenges across the locations. Heroes must choose carefully the cards to play from their unique decks, that not only offer different actions and superpowers to use, but also combine with the actions of other Heroes to do the impossible. Build your storyline, unite your powers, save the day!

Please note: While the mass market version is similar to the Hobby Retail version, there are some noticeable differences from the mass market retail version. Some components in the Hobby Retail version, including the miniatures, are of a higher material quality compared to the mass release, making the overall product more premium. The mass retail version that was sold earlier this year contains Venom and not Wasp. The LE Bundle will also include both (Wasp in the core, and Venom in the Spring)! And of course, the LE LBundle will include the KSE minis and LE gameplay material.

Core Box Available Now With Wave 2 Expansions and Extras Arriving in Spring 2021

LE Bundle includes:

Marvel United core box
The Infinity Gauntlet Expansion
Return of the Sinister Six Expansion
Rise of the Black Panther Expansion
Tales of Asgard Expansion
Guardians of the Galaxy Remix Expansion
Enter the Spider-Verse Expansion
Exclusive Beta Ray Bill Hero
Exclusive Gamora Hero
Exclusive Spider-Ham Hero
Exclusive Nick Fury Hero
Exclusive Hawkeye Hero
Exclusive Corvus Glaive Villain
Exclusive Stretch Goals and LE Extras

Icons of the Realms: Icewind Dale: Rime of the Frostmaiden Miniature Booster

An unnatural, never-ending storm of ice and snow descends upon the region, beckoning adventurers from across Faerûn to investigate its mysterious source. Will you be able to discover the source of this frigid maelstrom, or will the Ten Towns be forever buried underneath the snow?

The Icewind Dale: Rime of the Frostmaiden line includes bone chilling new monsters to confront, like the unnerving Tomb Tapper and ferocious Abominable Yeti. You can also interact with many of the denizens of the Ten Towns and the surrounding areas, like the Reghed Nomads as they fish for their most precious resource, Knucklehead Trout. The set also includes the many forms of the Frostmaiden herself, should you dare to incur her wrath!

Icons of the Realms: Icewind Dale: Rime of the Frostmaiden – Chardalyn Dragon Premium Figure

The Chardalyn Dragon is a construct. The evil suffusing the dragon’s chardalyn body imbues the construct with malevolence, allowing it to enjoy the terror it stokes. This malice extends beyond the dragon, corrupting other creatures who get too close to it. Those affected by this malignance become eager to help the dragon inflict suffering onto others.

An incredibly powerful foe, the dragon likes to tear foes apart with its jaws and claws, as well as knock down doors and other structures. Against enemies it cannot reach, it fires a beam of destructive radiance from its open maw.

Over 200mm long, the Chardalyn Dragon is an excellent addition to your miniatures collection. Sculpted with highly detailed features and using premium paints, it is an incredible addition to your adventure in Icewind Dale!

Tekhenu: Obelisk of the Sun

Box cover with Board & Dice logo

Four millennia ago on the eastern bank of the Nile river was laid the foundation of the Temple of Amun-Ra. Over the course of two thousand years, the temple complex was gradually expanded and became widely known as “The Most Select of Places” (Ipet-Isut), boasting the largest religious building in the world. Today, the site is known as Karnak, located at Luxor in modern-day Egypt.

Join ancient Pharaohs in creating and growing one of the most impressive sites the world has seen, honoring the Egyptian gods Horus, Ra, Hathor, Bastet, Thoth, and Osiris. You must carefully manage the balance of your actions, preparing for the reckoning by the goddess Maat.

The game board in Tekhenu: Obelisk of the Sun is divided into six sections, each associated with an Egyptian god: Horus, Ra, Hathor, Bastet, Thoth, and Osiris. In the center stands an impressive obelisk (Tekhenu) that casts its shadow onto different parts of the board. As a result, the area around the obelisk is divided into sunny, shaded, and dark sections, depending on how the obelisk casts its shadow at that particular moment. As the game progresses, the sun’s rotation alters which sections are sunny, shaded, or dark.

The game takes place over multiple rounds, following this pattern:

2 Rounds = 1 Rotation
2 Rotations = 1 Maat phase
2 Maat phases = 1 Scoring
2 Scorings = 1 Game

Each round, you draft dice and perform actions associated with the value of the die and the section from which the die was drafted. At the beginning of the game, each of the six sections contains three dice. However, as dice are drafted and eventually refilled, the different sections will contain a varying number of dice.

Dice come in five colors: white, yellow, black, brown, and gray. Depending on the color of the die and the position of the obelisk’s shadow, each die is considered Pure, Tainted, or Forbidden. While you may never draft Forbidden dice, you are free to draft any other die, whether Pure or Tainted.

When drafting a die, you must consider not only the general availability of dice — if no dice are available in a given section, then you cannot readily perform the action associated with that section — but also which value die to draft and how your chosen die will affect the overall balance when the Maat phase occurs. An imbalance in favor of Purity carries no negative outcome whereas a Tainted imbalance may result in the loss of victory points. A perfect balance between Pure and Tainted dice, however, results in a more favorable turn order.

After drafting one die and placing it on your player board (either on the Pure or Tainted side), you perform an action, the effect of which depends on the value of the die you selected.

Taking the Horus god action allows the building of statues, either in honor of one of the gods or for the people. Building a statue in honor of a god grants you benefits when other players perform actions associated with that god. Building a statue for the people grants favorable benefits during scoring.

When taking the Ra god action, you add a pillar to the Amun-Ra temple grid, scoring victory points and gaining resources and possibly powerful bonus actions.

The Hathor god action results in the construction of buildings around the Amun-Ra temple complex, providing rich resources and considerable influence during scoring. This action also increases the current population.

By taking the Bastet god action, a festival takes place, increasing the happiness of the people. However, the happiness marker can never overtake the population marker, making it necessary to strike a balance between different actions. Keeping your people happy unlocks powerful one-time benefits as well as bonus victory points during scoring and more options when taking the Thoth god action.

The game includes three types of cards: blessings, technologies, and decrees. Taking the Thoth god action allows you to gain these cards, the type of which is determined by the happiness of your people. Also, the happier your people are, the greater the selection of cards available from which you can choose.

Taking the Osiris god action allows you to construct workshops and quarries, each of which increases your production of one of the four resources: papyrus, bread, limestone, and granite. During scoring, you are rewarded for having the most workshops or quarries of each type.

Instead of these six god actions, you can choose to produce, generating resources based on the color of the die (yellow = papyrus, brown = bread, white = limestone, and black = granite) and the current production value of that resource.

During each scoring, you are rewarded victory points:

  • For having the most workshops or quarries of each type.
  • For buildings constructed near the Amun-Ra temple complex.
  • Based on the number of statues you have constructed.
  • Based on the happiness of your people.
  • For having constructed a large number of buildings (whether near the temple complex or as workshops or quarries).
  • For achieving maximum production.

However, you must also keep a healthy amount of resources around to sustain your population or else you suffer negative consequences. Additionally, after the second and final scoring, you can earn bonus victory points from various decrees you have collected during the game.

On The Origin of Species

On the Origin of Species, Artana / Mont Taber, 2020 — front cover (image provided by the publisher)

“I am very anxious to see the Galapagos Islands, — I think both the Geology & Zoology cannot fail to be very interesting.” — Charles Darwin, Letter to his sister, Catherine in August 1835.

Assist Charles Darwin during the Beagle journey across the Galapagos Islands, discovering new species and researching them in order to improve your knowledge.

During their turn, the active player must choose between two actions:
Research: Put 2 research pieces on 2 different species tiles on the board, gaining the knowledge of air, land or water habitat.
Discover: use the acquired habitat knowledge to place new species tiles on the board, obtaining victory points and evolution, characters and objects cards. Additionally advance the Beagle on its track.
The game finishes when the Beagle reaches the last space of its trip, leaving the archipelago through New Zealand. The players score the evolution points according to the final goal card, adding them to the points obtained during the game. The player with more points in the scoring track wins.

5E: Deep Magic RPG

600 New Spells for 5th Edition

Ultimate spell power is yours! No matter how you slice it, magic is at the heart of fantasy. Nothing says magic like a massive tome of spells.

This tome collects, updates, tweaks, and expands every awesome spell, cantrip, and glamour derived from years of the Deep Magic for 5th Edition series—more than 600 new and compiled spells by the best in the business, including Wizards of the Coast staffers and A-list freelancers. And it adds a lot more: 15 divine domains, new arcane subclasses like the diabolist and temporal magic, expanded familiars and conjured servants, wizard workshops, arcane traps, and yes, even more, new spells.

This tome is not just for wizards and sorcerers. Deep Magic expands the horizons of what’s possible for wizards, sorcerers, clerics, and even for rangers and paladins. It offers something new for every casting class, from alkemancy to druid rituals, and from bard to warlock!

With these new spells and options, your characters (or your villains) can become masters of winter magic, chaos magic, or shadow magic. Seek out hidden colleges and academies of lost lore. Learn new runes, hieroglyphs, and cantrips to crack open the walls of reality, or just bend them a bit.

Deep Magic contains all magic from start to finish!

5E: Empire of the Ghouls RPG

Citizens of Zobeck are going missing and tension grows. Catacombs beneath the urban abodes may have answers, but what lurks in them may not enjoy company…

Rumors swirl of an unholy marriage between blood thirsty factions. As haunting dreams and prophetic utterances swell, the danger becomes clear. Such a union would be catastrophic…

The machinations of the ghouls swirl beneath the surface of the world, leading it closer to destruction…

Who will uncover and stop these foul and, dare I say, ghoulish workings? Will your adventurers have the fortitude and ambition… or the greed and cunning it takes to put a stop to, or take advantage of, these dark movements?

Inside, you’ll find a complete adventure for characters level 1-13 in the 5th edition of the world’s first RPG.

You’ll also find a gazetteer detailing the Ghoul Imperium in the depths of the Underworld–complete with map!–and appendices filled with new cults, creatures, magic items, and NPCs.

CLANK!: Adventuring Party

CLANK!: Adventuring Party

The thieves’ guild is recruiting! Clank! Adventuring Party expands your merry band to include up to six players in your dungeon run! Want a new thieving identity? Shuffle up as one of six unique characters, each with their own starting deck and special abilities!

Lead Trusty companions as the Dwarf Agnet
Build Wonderous Collections as the Elf D’allan.
Smash hordes of enemies as the Orc Garignar.
Sling arcane spells as the mage Lenara.
Amass primate power as the MonkeyBot Prime.
Or stir up a paw full of trouble as the devious cat Whiskers.

But beware: the ravenous hydra Hexavultus won’t give up his treasures easily…

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