Nidavellir, Umbra Via, Moonrakers, Strixhaven, New Arkham, L5R and More!
Nidavellir, the Dwarf Kingdom, is threatened by the dragon Fafnir. As a venerable Elvaland, you have been appointed by the King. Search through every tavern in the kingdom, hire the most skillful dwarves, recruit the most prestigious heroes, and build the best battalion you can to defeat your mortal enemy!
Each turn in Nidavellir, bid a coin on each tavern. In descending order, choose a character and add this character to your army. Each dwarf class has its own scoring way: blacksmith, hunter, warrior, explorer, and miner. A meticulous recruitment will allow you to attract a powerful hero to your army.
You will also be able to increase the value of your gold coins thanks to the smart “coin-building” system, and get the best of the other Elvalands.
Mandated by the King, visit every tavern in the kingdom, hire the most skillful dwarves to save Nidavellir, and rely on Queen Dagfid who has called for help brave mercenaries and their precious artifacts.
Now, the Elvaland can instead of recruiting a Dwarf card or Royal Offering card in the tavern, choose to go to the Camp to take a Magic Artefact or recruit a Mercenary card. In the event of a tie to determine the highest bet on a current tavern, refer to the gem values as in the basic game. Only the Elvaland with the highest bet can go to the Camp and take a card. The other Elvalands must, in order of resolution, take a card from the tavern being resolved. If the Elvaland who played first chooses to take a card from the Camp, the remaining Dwarf card from the tavern must be discarded before proceeding to the next tavern Resolution. The Camp consists of Artifacts and Mercenaries.
– New Hero cards, Mercenary cards with two classes and Artifact cards with unique powers.
– An innovative coin building system.
– Numerous and varied strategies.
When visiting the North of Britannia in 122 AD, the Roman Emperor Hadrian Augustus witnessed the aftermath of war between his armies and the savage Picts. In a show of Roman might, he ordered a wall to be built that would separate the Pict tribes from the rest of England. Grand in its design, the wall stretched 80 Roman miles, from coast to coast.
In Hadrian’s Wall, players take on the role of a Roman General, placed in charge of constructing a milecastle and bordering wall. Over 6 years (rounds), players will construct their fort and wall, man the defenses, and attract civilians by building services and providing entertainment – all while defending the honour of the Roman Empire from the waring Picts. The player that can accumulate the most Renown, Piety, Valour, and Discipline, whilst avoiding Disdain, will prove to the Emperor they are the model Roman citizen and be crowned Legatus Legionis!
Just beyond the towering vines lies an ancient pathway into the unknown. Push back the thorn-riddled stocks to discover a clandestine garden, blooming with mysterious vigor. Vivid colors mark the way to intricate tiles zigging and zagging through the green. Within the flowers lies the key to greater meaning. An explanation for all things unknown…
In Umbra Via, players compete to control and complete the most cunning paths. Reach into your bag to select wooden flowers, then place them on your secret board in the order of the paths you want most. But when players reveal their choices, things get delightfully tricky. Experience the magic of Umbra Via and find out why this award-winning design belongs on any table.
In more detail, at the start of each round four tiles are revealed from the deck, with each tile showing part of a path, e.g., a straight line, a curve, or a T. Players secretly draw three cubes from their bag and place them on spaces on their personal board corresponding to these tiles. They all reveal their choices, move their cubes to the chosen tiles, then secretly place three more cubes, then move those cubes to the tiles. Whichever tile ends up with the fewest cubes on it is placed in the 4×4 grid first, maintaining the same orientation, by the player who bid the most cubes on that tile. (Some cubes in your bag are worth two cubes during the bidding phase, but are then removed from the tile and returned to your bag prior to placement.) Then the next tile is placed on the grid, and so on.
When you place a tile, if all the “open” ends of that path are cut off — whether by the edge of the board or other tiles — you count how many cubes each player has on the path. The player with the most placed cubes retrieves “double-bidding” cubes from the reserve equal to the number of tiles in the path, adding these cubes and all other cubes to their bag. The player with the secondmost cubes on the path retrieves half this many “double-bidding” cubes, and so on. After removing and returning all the cubes on this path, remove the tiles from the grid, placing them in a discard pile.
As soon as a player has retrieved all of their “double-bidding” cubes from the reserve, they win!
Moonrakers is a game of shipbuilding, temporary alliances, and shrewd negotiation set in a space-faring future. The players form a loose band of mercenaries, but while they are united in name, actual alliances are shaky as players are pitted against each other in the quest to become the new leader of the Moonrakers.
Moonrakers is a deck-building game in which players choose Contracts to attempt alone or with Allies in order to gain Prestige and Credits. After negotiating terms with Allies, players use their decks of Action cards to play Thrusters, Shields, Weapons, Reactors, and Crew to fulfill the requirements on each Contract. Each type of Action card has additional effects such as extra Actions, drawing additional cards, and protecting players from Hazards encountered while attempting Contracts.
Players create powerful decks and gain special abilities by upgrading their ships and hiring Crew Members. This helps them accomplish more difficult and rewarding contracts alone, letting them keep more Prestige and Credits for themselves.
Allies negotiate who will receive the Prestige, Credits, and risk of Hazard from Contracts, but if you don’t make your offers enticing enough players may be tempted to betray you! The first player to 10 Prestige wins, but be careful as hazards encountered on Contracts reduce your Prestige!
Arkham Horror: Litany of Dreams
Dark incantations expose the minds of Miskatonic University students to supernatural horrors, in this chilling mystery novel of Arkham Horror
The mysterious disappearance of a gifted student at Miskatonic University spurs his troubled roommate, Elliot Raslo, into an investigation of his own. But Elliot already struggles against the maddening allure of a ceaseless chant that only he can hear… When Elliot’s search converges with that of a Greenland Inuk’s hunt for a stolen relic, they are left with yet more questions. Could there be a connection between Elliot’s litany and the broken stone stele covered in antediluvian writings that had obsessed his friend? Learning the answers will draw them into the heart of a devilish plot to rebirth an ancient horror.
L5R: Blood of the Lioness
Throughout history, Rokugan has been no stranger to war. While the Great Clans have served the Empire faithfully for centuries, they have been at odds with one another as often as not. Although generations have come and gone since the time of large-scale wars between clans, many useful things can still be gleaned from their history. If Rokugan ever finds itself thrust into the chaos of another war, the generals of the Great Clans will find the military knowledge of their forebears absolutely invaluable. Once players have familiarized themselves with Rokugan’s traditions of warfare, the group can tackle the new Blood of the Lioness adventure for Legend of the Five Rings Roleplaying. This exciting tale takes the players’ samurai from the iconic Akodo War College to a heated battlefield on Snow Plain, and the actions of their party could help protect the peace in Rokugan—or plunge it into the chaos of war.
L5R RPG: Fields of Victory
Throughout history, Rokugan has been no stranger to war. While the Great Clans have served the Empire faithfully for centuries, they have been at odds with one another as often as not. Although generations have come and gone since the time of large-scale wars between clans, many useful things can still be gleaned from their history. If Rokugan ever finds itself thrust into the chaos of another war, the generals of the Great Clans will find the military knowledge of their forebears absolutely invaluable. The Fields of Victory sourcebook for Legend of the Five Rings Roleplaying contains three chapters overflowing with information about warfare in Rokugan, both past and present, as well as providing new gameplay and character-building options for players. The valiant Lion Clan has always taken great pride in their study of history, including their methods of preserving it, and so much of the information about famous Rokugani battles of the past is presented from the Lion Clan’s perspective. This book provides Game Masters with an arsenal of supplemental rules, tools, and guidance for staging grand battles in their own campaigns; meanwhile, players receive new character options through the introduction of the Badger Clan, ten new schools, and a variety of new titles and techniques to expand on existing player characters.
MTG: Strixhaven PreRelease Packs
MTG: Strixhaven Commander 2021 Decks
MTG: Strixhaven Set Booster Box