CMON Comic Bundle, MTG: D&D, Dune RPG, Marvel Champions: Venom, Star Realms: High Alert, New Zombicide 2E, Catan and More!
MTG D&D Set Booster Box
MTG: D&D Commander Decks
CMON Comic LE Bundle
Experience Zombicide, Cthulhu: Death May Die, Zombicide: Invader, Rising Sun and Starcadia Quest like never before with beautifully written and illustrated comics!
Expand the stories behind your favorite board games!
CMON and Guillotine Games have joined forces with great authors and illustrators from the comics world to take it to the next level and explore these settings like never before! Get ready to experience Zombicide, Cthulhu: Death May Die, Zombicide: Invader, Rising Sun and Starcadia Quest in a whole new way, with beautifully illustrated, brilliantly written, hardcover graphic novels. And on top of it, get exclusive extra content not only for the comics but for the board games that inspired them!
LE Bundle Includes the Following Hardcover Comic and Exclusive Extras:
Cthulhu: Death May Die-Fight or Flight
Zombicide: Day One
Zombicide Invader: Dead Contact
Starcadia Quest: Heart of a Star
Catan: Treasures, Dragons & Adventurers
This expansion pack contains additional material for some scenarios, which could be played until now only with some handicraft work.
It includes material for 6 scenarios: Die Wüstendrachen/Wüstenreiter (The Desert Dragons), Der große Kanal (The Great Canal), Verwunschenes Land (The Enchanted Land), Die Schatzinseln (The Treasure Islands), and enough material for Groß-Catan (Greater Catan), so that you no longer need a second base game for it. Plus, there is a new scenario, Aufbruch ins Ungewisse (Departure Into The Unknown).
The expansion was first released in October 2009 and after that the German Language rules became available for download from www.catan.de. Rules have been reviewed – actual version is v8 from 23th october 2013.
Now this expansion is finally receiving An English version that is expected to be released in July 2021 and after that the rules will be available for download from www.catan.com.The Expansion contains:
- 18 Terrain Hexes (including 6 Sea Hexes with Desert on the Backside)
- 2 Frame Pieces
- 20 Treasure Tokens
- 9 Canal Pieces
- 12 Number Tokens
- 19 Dragon Tokens (Wooden Dragon Pieces – English USA version)
- 16 Cities
Isle of Cats: Late Arrivals
The Isle of Cats Late Arrivals is an expansion for The Isle of Cats adding new content, and support for 2 additional players.
The Late Arrivals expansion includes 2 new player boats allowing you to play with up to 6 people.
With more cats, boats, and lesson modules, you can now enjoy even more options while playing The Isle of Cats.
They have set up their empires of trailblazing innovation and groundbreaking technologies on a somewhat unremarkable planet circling around a rather average star. Years of hard work and steadfast dedication to their clear-cut vision of looking further than the day-to-day toils and chores of human civilization have cemented their reputation as the forefathers of the future humanity. Secretly, they have never stopped dreaming about the thrust of all their entrepreneurial actions and deeds – reaching the stars. Now, the time has come for them to embark on a second giant leap for humankind, to make the outer reaches of the solar system our home. Only one of them shall go down in history as the first explorer of space and a person who truly forged their will and power according to the bold words: citius, altius, fortius – faster, higher, stronger.
Immerse yourself in a fast-paced race to the final frontier: space. A deck-building confrontation of swift decision-making and tactical choices, Rocketmen gives you the feel of taking a front seat in a technologically wonderful spectacle of space exploration. It’s up to your predictive abilities and resource management skills to determine what kind of endeavor would be most suitable for paving the way to Earth’s celestial neighbors. It doesn’t matter whether it would be a low Earth orbit satellite or a manned base destined for the Red Planet; plan your mission carefully, equip your shuttles and rockets craftily, yet do not hesitate when your gut instinct tells you when it’s time to launch!
The universe might wait for you eternally. Your opponents won’t!
ARRAKIS. DUNE. DESERT PLANET.
“One day the Emperor will send a legion or two of his Sardaukar down here onto Giedi Prime and that’ll be the end of the Baron Vladimir Harkonnen.”
The Dune: Adventures in the Imperium roleplaying game takes you into a far future beyond anything you have imagined, where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics, and mysterious abilities, noble Houses politic constantly for power, influence, and vengeance in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Take your characters on a journey through the storied worlds of Frank Herbert’s sci-fi masterpiece, inhabit elite agents working for noble Houses where Mentats, Swordmasters, Spies, Bene Gesserit Sisters, Devious Advisors, or even desert Fremen join together to follow your banner.
Whoever you choose to be, remember that those that control the spice control the universe.
The Dune: Adventures in the Imperium roleplaying game takes you into a far future where fear is the mind killer so be sure to keep your wits about you. The Imperium is a place of deadly duels, feudal politics and mysterious abilities in a universe where a blade can change the fortunes of millions. Build your House, carve your place in the universe or rebuild an ancient lineage and fight for the Imperial throne.
Also available in a Limited Corrino Collector’s Edition!
The Hardcover Corrino Collector’s Edition contains:
• Everything you need to create your own stories of intrigue and adventure on the sands of Arrakis as agents of a powerful noble House.
• A brand new version of the 2D20 System adapted specially for the Dune universe, including rules for creating a noble House of your own, and systems for architect and play, where you become the puppet masters, moving agents toyour designs to serve your House.
• An extensive look at the Imperium, its society, factions, history, technology, culture, faith and more.
• Guidelines for novice and experienced gamemasters on how to run Dune-themed adventures and campaigns of intrigue and adventure for the elite agents of a noble House.
• An introductory adventure “Harvesters of Dune” designed to quickly get you and your players involved in the byzantine plots of the Imperium on Arrakis.
Marvel Champions: The Card Game – Venom Hero Pack
A wartime veteran and an old classmate of Peter Parker, Flash Thompson was fused with the Venom symbiote during Project Rebirth 2.0, the U.S. government’s second super-soldier program. Now, Venom travels the galaxy, using his exceptional abilities to take down the forces of evil wherever they may be.
As another member of the Guardians of the Galaxy, Venom swings into action in this expansion pack, which introduces Venom as a brand-new playable hero along with his fifteen signature cards. With a pre-built Justice deck ready to go from the moment you open the box, you’ll be able to try out Venom’s impressive arsenal right away. Rush in guns blazing and tear your way through the villain’s schemes with this high-powered hero!
Nemesis: Carnomorph Expansion
“Everything happened because of a single cat.
It had to get on board during our rendezvous with the Adrastea science vessel, orbiting the DB-198 protoplanet. Soon after, we took samples from DB-198 and made our jump back with everyone tucked away safely in their stasis pods. Everyone, except the cat.
Even its nine lives couldn’t save it. As the ship accelerated up to 1000G, poor critter turned into a four-kilogram projectile that smashed several sample canisters and turned into a thin layer of protein soup on the bulkhead door. Nothing too bad, right? Well, it turns out something weird was hidden in the damaged samples. A voracious, parasitic form of XNA that could attach itself to many different genetic molecules, including DNA, and rewrite them to grow carrier organisms. This strange virus recombined the cat’s remains. Then, it went through all the biomass in our kitchen supplies. Finally, it found us, locked away in our stasis pods; pieces of canned flesh waiting to be opened.
Soon, all hell broke loose. We tried to fight these things, but the more we bled and the more of us died, the stronger and larger they became. The last of us now plan to destroy the ship, but the road to control room is blocked by the original carrier, now a lumbering hulk of flesh that still has a disfigured cat’s head. I volunteered to fight it with a jerry-rigged flamethrower. I know it’s irrational, but this damn animal has to pay for everything that happened to my crew!”
Biggest change will be larvae stage – at the begging of the game this will be the ONLY thing that will be in the alien bag (no other stronger aliens), but whenever you will happen to get one, you will roll a die to determine how many there will come (probably 2-4).
They will be able to only give you light wound, but if they do, they will try to run (with the part that they have bitten off and your DNA). So if at the end of the round they will not be killed, you take them off the board and put one Shambler token into the alien bag (so Metagorger escaped, evolved and now is somewhere in the ship).
Shamblers will be much stronger opponent and be able to hit you pretty strong. In addition they will try to find and eat whole body to evolve into next stage.
We are thinking about giving players possibility to burn bodies to prevent this from happening.
Evolved Shambler. They will be the strongest opponents in the game – stronger then Intruder Queen – they can come into being only after eating whole corpse so there can be more of them on the ship at the same time.
Generally, they will be designed in a way to create amazing pressure on players to do everything they can not to make Flashbeast creation possible, or they will be really screwed.
With the pass of time, one of the shambler can eat another and Butcher is created – it is also really strong opponent, but there can be only 1 Butcher in time at the Board.
As you probably can tell, combat will be very different from Core Box. It will force players to take much more active approach – you need to make sure that whatever will be on this ship will not evolve beyond its current state.
It will still not be a combat game, but a survival one, but the feeling will be very different. You will want to fight and make sure to kill (and then double kill just to be sure), instead of mostly run.
Infection cards will be changed into mutation and once again they will come with some serious disadvantages. They might be instant one-time thing or they might be a permanent setback.
What can also happen, that with some major disadvantage, you can get some small buff (for example you will not be able to hold any weapon, but you will be a little bit better in close combat).
We will try to keep mutation in very cinematic fashion.
We will also probably want to add heavy impact at corpses left on the ship and introduce more then just one starting and you will discover them during ship exploration. You will either waste resources and time to burn them (but meanwhile you can also burn very important parts of the ship) or ignore them, but it will fire back at you.
All in all this expansion will be designed in a way to give you constant pressure between trying to meet your goal and managing Carnomorphs on the ship.
Nemesis: Void Seeders Expansion
“Every spaceship has a voice; a melody of machinery and subsystems its crew learns intimately during long travels. The problem is, ever since the last mission our ship sounds WRONG. There’s something foul in the way it’s speaking to us. Barely audible murmurs. Strange whispers no machine could make. The dark corridors and vast halls almost seem to SING.
Some of us have tried to locate sources of this interferences, but they always seemed two steps ahead. Stalked by their never-ending presence, we soon started cracking. Our engineer has cut some words on his flesh. When we asked why, he replied:‘Incandescent secrets need to be written in blood’. Then, our navigator took a spacewalk without her suit. When we pulled her in, her entire face frozen and cracked, she grinned in a way I will never forget.
Now, it got even worse. Noises turned into voices, sharing tales of slaughter and terror. They do not run from us anymore. They encircle us and herd us through the ship to some dark purpose. I need to UNDERSTAND them before it’s too late. I put my hand on the pistol grip, looking at the backs of my last two crewmembers. I see dark mysteries swirling under their skulls. It would only take two bullet holes to release them…”
Voidseeders are a race that can interact with the minds of crew members. They will have few nests instead of one, but only one strong fighting presence at given moment. Once killed, new one will be awakened from the most developed nest.
This race will focus on whispering and controlling minds – people who will be near them will start to hear voices commanding them to do different destructive things.
On the board, there is normally 1 Nest as a room token, but there are additionally 2-3 smaller nests. Those are places where new Voidseeders will born. At the moment of discovering main Nest, you should put a Stalker miniature in it (this is the model that is on the ship from the beginning. He is very dangerous, especially when faced by people with a high Insanity level).
Other Nests will start showing up on the board together with discovering certain Exploration tokens. Those nests will be especially dangerous. They will not move, but if a crew member will happen to end the turn at the tile with a nest, he will get a serious wound.
They will spawn in nests, and their objective will be to spread insanity and try to move players to Nests.
They will work very similar to Voidlurkers, but with the difference that they will have the main goal of defending the main nest.
He is a main guardian. He takes advantage from fear / insanity of the crew members and will focus on them.
Equivalent of the Queen. Actually, it is hard to say if she is real or if it is a mass hallucination. One way or the other, she will only emerge when all Insanity tokens are on players (number of tokens will be specific for different numbers of players). She is extremely strong.
Here it will change a little bit – players will normally get a contamination card every time they will get an insanity token. They will be easier to discard (you don’t need to check if it was infected or not). Effect of the card will only take place at the very end of the game, and it will be the same as in the normal version – if it will turn out it was indeed “infected,” it will mean that your character, even if escaped, went mad and lost the game either way.
This mechanism will change the noise mechanic. Whenever you move (or an event card will tell you to), you will need to roll for whispers. If you would get a corridor with an whisper token already in it (you hear something more) – you need to draw a Card from the Insanity deck. Those cards will apply to you or not based on the numbers of insanity tokens your character has. Effects might be very different – from one-time action to permanent disabilities.
In combat, Voidlurkers will only try to add insanity tokens to you and then run away to the closes nest. Whisperers will be harder to kill, as well as present some portion of actual physical danger, but their main weapon will still be giving you insanity tokens.
Things will change with Stalker and Despoiler – those two will be huge opponents who will give you real wounds, so you will not want to be near them.
In the event phase, one additional step that will be added is checking your insanity tokens and numbers of Voidlurkers and Whisperers in all rooms next to yours. If the number of them is higher than the number of insanity tokens, you add one insanity token and draw one contamination card.
But whenever you will be in a room with other people, this effect will be less harmful. (they can help you calm down)
Overall feel we will be going for will be way different from what you will have in the base Core Box. We have a lot of cool ideas how to get Insanity cards in a way, that it will be an additional layer of you not trusting your friends – not only because of their objective but perhaps because of the Insanity cards.
Additionally, interaction with Voidseeders will be way different, you will need to think very carefully where to move or place your hero to not go insane.
Zombicide (2nd Edition): Fort Hendrix
This military-themed expansion features not only the same Campaign Mode and Advanced Rules seen in Washington Z.C., but also a slew of new additions like a special Military Equipment deck, new regular Equipment and Pimpweapons to replace the core ones, military base tiles, veteran survivors, and, of course, zombie soldiers! All this comes to life in a brand new 10-mission campaign set in Fort Hendrix, a military base where mysterious experiments were being conducted in relation to the zombie infection.
Star Realms: High Alert Heroes Expansion
High Alert – Heroes, a 12-card Expansion Pack for Star Realms containing new multi-faction hero cards!
Star Realms: High Alert – Invasion
High Alert – Invasion, a 12-card Expansion Pack for Star Realms features new ships and bases with the Double Ally mechanic!
Star Realms: High Alert – Tech
High Alert – Tech, a 12-card Expansion Pack for Star Realms featuring the new Tech card type, which comes straight into play when acquired and gives you a permanent ability you can activate once per turn with trade!
Star Realms: High Alert – Requisition
High Alert – Requisition, a 12-card Expansion Pack for Star Realms, featuring new ships and bases that are 1 trade cheaper to acquire for each card of their faction you have played this turn!