In Too Deep Deluxe, Glow, Luna Capital, Tsukuyumi, D&D: Dungeon Scrawlers and more!

In Too Deep

In Too Deep is a unique, narrative that thrusts you into the future in a tense, strategic board game for 1-5 players. Draft characters and spend actions to complete objectives and collect sets. What side of the law will you end up on?

In the year 2087, central governments have fallen. What remains are fragmented citystates like New Dawn City, struggling to keep chaos at bay. The sinister Syndicate targets these weakened cities for domination by usurping, organizing, and enhancing the existing criminal elements. In the world of In Too Deep, you are part of a secret agency dedicated to stopping the Syndicate at all costs.

Cybernetic implants give Syndicate operatives a technological advantage, but you have found a way to exploit that power. By infiltrating their cerebral upgrades, you can gain control of these criminals. Going deep undercover into the minds of your targets, you’ll coordinate crimes of escalating seriousness to get your hands on the critical evidence needed to foil the Syndicate’s looming plot.

Each turn, you can hook into a new criminal and manipulate their activities throughout the city, accessing powerful skills and increased stamina as you grow familiar with their minds. Your physical body is in a secret lab far from the actual action, but you are by no means safe. Entering the mind of criminals takes its toll on your morality.

Orchestrate crimes, strive to put the information you gather to the best use, wrestle with dangerously corrupting dilemmas, and try to hold yourself together. It will take everything you’ve got to avoid going In Too Deep.

Deluxe Edition Includes:

10 Criminal Miniatures

10 Mini Bases

10 Wooden Hook Tags

1 Sentinel Miniature

6 Heat Miniatures

Crackdown Mini Expansion

Silver Foil Box Cover

Glow

In Glow, you are an adventurer who builds their company by recruiting a new traveling companion each turn, trying to combine their powers as best as possible. You’ll roll the dice to activate the advantages that your companions bring you… or their disadvantages. Gather many slivers of light to dispel the darkness, restore the colors, travel the land to reach landmarks, and (yes) score points.

Glow is a card-drafting, dice-rolling, and combinations game. The box contains lots of colorful dices, two game boards for two different gaming experiences. You have also to count on luck sometimes, but be attentive to your card combinations, too.

Luna Capital

The dream of maintaining human life on the surface of the moon has now come true. The project to build cities on Earth’s beloved satellite is under way. Things are moving full speed ahead too, the possibilities are enormous because this is 1977, the year when lunar living becomes reality. The most enterprising companies have decided to sponsor teams of scientists, builders, publicists and freelance nightlife entertainers to set out to construct the best client base in the galaxy. On top of this out of the world chance, the Lunar Colonization Authority shall assign the capital of the Moon to the best of the projects that are presented, making the chance for an even juicier reward!

In LUNA Capital, the players must optimally manage the elements of the game to build the best possible lunar settlement, and to make it worthy of becoming the capital of the entire off-planet colony. They will have a series of construction cards in a common “market”, and each of the players shall be tied to a number of project tiles. The players take turns drawing cards and the tiles that accompany them, and then place them in their personal playing area. The cards must be laid out in a maximum of three lines and must be placed so that they are always in ascending numerical value. Once the card has been placed, the tiles are then put on the spaces for them on the cards, in an attempt to group together the various projects in the most efficient way possible.

The tiles show what projects are available, all of which are essential for the construction of the city worthy of the term. They include oxygen collectors, greenhouses, residential complexes and (of extreme importance) sales offices to sell apartments with the best views in the galaxy. Each of these categories scores according to how they are arranged within the personal area of each player. Whoever is able to best take advantage of their arrangement and placement shall become the mayor of LUNA Capital.

Tsukuyumi: Full Moon Down Base 2E

STORY


The future:


Slowly but steadily, the Moon has been approaching the Earth. It has touched the surface and ripped a deep rift across continents, mountain ranges and oceans. It has come to a halt in the now dried-out Pacific Ocean. Chaos and devastation wrecked the Earth and its inhabitants. That chaos grew greater when the Moon revealed itself to be a “kami” (a Japanese God of old) – the white dragon TSUKUYUMI. Exiled into the night sky eons ago, TSUKUYUMI has been roused by Japanese warriors, who tried to rid themselves of their godly creators. TSUKUYUMI’S time for revenge has finally come…

In the post-apocalyptic world, humankind is on the verge of extinction, whereas animal species mutated under the influence of TSUKUYUMI and grew bigger and stronger than ever. All those different factions are now fighting fiercely for survival, as well as for world domination.

TSUKUYUMI is a no-luck boardgame, that demands specific strategic skills of its players. Its particular appeal lies in the clash of multifarious, asymmetrical factions. At the beginning, each player picks one of the five factions. The factions bring their own respective abilities, units and strategies. Therefore the game changes depending on what factions meet on the battlefield.

Values and abilities of the factions still don’t guarantee victory. Numerous test matches have shown: it’s the players who find new combinations and the right moments to use specific faction features, who notice their fellow players’ weaknesses and use them to their own advantages. This way, they shape their faction and bring the creatures and their stories to life.

FACTIONS:


THE NOMADS are the former soldiers who were stationed on the USS Nomad, an aircraft carrier that stranded in the wastelands. Armed, agile and patriotic as they are, the NOMADS try to claim the remains of the moon in the name of their (former) nation.

THE BOARLORDS are a nation of strong and intelligent boars, who enter the pacific region from the former Korean peninsula. They aim to replace the human race as dominant species – claiming more and more land by terraforming it into their rampart-like homes.

THE CYBERSAMURAI use satellites, supercomputers and artificial intelligence once developed in old Japan to control an army of drones, fighting bots and even an orbital laser system, threatening anyone who tries to plant their flag on the moon.

THE DARK SEED’S nest grew in the wastelands as roaches and other insects became bigger and more intelligent under TSUKUYUMI’S influence. Their swarm grows rapidly – and thus they fight relentlessly to overwhelm adversarial units and territories by their sheer number.

THE KAMPFGRUPPE 03 are the heirs to the Order of Marduk – and same as their spiritual ancestors in medieval times, dragonslayers Siegfried and Georg, they strive for a world unburdened by TSUKUYUMI’S existence.

GAMEPLAY


Each faction has its own units, its own strengths and special abilities – therefore requiring a very adjusted strategy to win.
After the gameboard is set up, every player chooses a faction respectively. The faction boards explain in detail all special abilities and how to use them. It also specifies the factions’ start set-up.

According to the descending initiative order marked on the board, the players install their “Homezones”, pick three start-areas and place their units.
Prior to the first round, they also choose a white action card – a combination of actions they can use before the beginning of each round.

Then, the players gather their resources according to what their areas offer. They may use these resources to bid on the blue, green and red action cards. Every phase is represented by six of those action cards marked from A to F. Every card displays a different combination of the actions that can be taken during its respective phase. The highest bid is awarded with the A-card, the next one with the B-card, and so on.

Each round consists of the following phases:


White Phase: Players use the white action card they chose to emphasize their strategy.
Blue Phase: Players can rise in the initiative order and/or draw an Impact Card.
Green Phase: New units are generated and resources collected.
Red Phase: Units are moved, adversarial areas and units may be attacked. Onis are placed, moved, and used for attacks.

GOAL


The player who gains the most Victory Points wins the game. Victory Points are earned by conquering and occupying areas, and by fulfilling goals and/or the faction’s respective mission.

END


The game ends after the number of rounds determined by the players beforehand – usually 3-4 rounds.

My Journey to Catan Novel by Klaus Teuber

For the first time, Klaus Teuber tells the complete story of the origin of the worldwide gaming sensation, The Settlers of Catan. Starting as a young man, he describes his enthralling journey from amateur board game inventor and his first successes, to the idea with which he completely revolutionized the game world in 1995, by creating a new game that would change his life.

Published in English for the first time, this is an entertaining slice of both real and board game history. Full of insights and background knowledge, previously unknown and personal, this is the book for all dedicated CATAN fans. It also includes a selection of fascinating photographs from across the years, most seen for the first time.

This special English-language hardcover edition is strictly limited to just 1,000 copies. Each book comes in a luxury slipcase, and is illustrated throughout with previously-unseen photos. Every book is individually numbered and hand-signed by Klaus Teuber himself. 

D&D: Dungeon Scrawlers: Heroes of Undermountain

In Dungeons and Dragons: Dungeon Scrawlers: Heroes of Undermountain, you and other adventurers are drawn together to delve into Undermountain, an immense underground of dungeons created by the Mad Mage, Halaster Blackcloak. Use your markers to trace your path, defeating Monsters, casting Spells, connecting Artifact Fragments, and collecting shiny Treasure on the way! The round ends when one player defeats that dungeon’s mighty Boss, so you only have a few minutes to collect as much loot as possible! The player with the most points after exploring three dungeons is the winner!

At the beginning of each game, players pick one of five Characters, each with a thematic ability that helps them collect one type of points easier, as they draw their line through the maze. Normally Monsters or Treasure need to be entirely covered with marker to be collected. But Rogues only need to touch treasure, and barbarians only need to fill in the monsters’ heads to defeat them! While anyone can cast a spell by tracing an intricate pattern, a Wizard only needs to draw a small circle!