The One Ring RPG, Tiny Turbo Cars, Phantom Ink, New D&D and More!

The One Ring RPG

Enter the world of Middle-earth with The One Ring, the official tabletop roleplaying game based on the works of J.R.R. Tolkien. Designed specifically to evoke the atmosphere of The Hobbit and The Lord of the Rings, the game contains rules for creating heroes and sending them off on adventures in a land threatened by the growing Shadow.

Rules for travelling across the land (Journey), facing frightening foes (Combat), and meeting the personalities of Middle-earth (Council). Thorough advice for the Loremaster on how to bring Middle-earth to life, including rules for magical treasure, the Shadow, and the Eye of Mordor.

In-depth information on six Patrons — individuals sponsoring the adventures of the Player-heroes — including Bilbo Baggins and Gandalf the Grey.

A bestiary containing a spread of adversaries, from lowly Orc Soldiers and Highway-robbers, to monstrous Cave-Trolls and Barrow-Wights. A complete Landmark adventure, The Star of the Mist, with extra support for new Loremasters, in the form of tutorial advice throughout.

The One Ring RPG Limited Collector’s Edition

To celebrate the 10th anniversary of The One Ring RPG, we’re delighted to offer an unique Collector’s Edition of the game! This Deluxe Volume is bound in faux leather with gold foil-stamped adornments and Tengwar script. This exclusive Collector’s Edition will never be printed again.

The One Ring RPG Starter Set

The One Ring Starter Set contains all you need to take your first step into Middle-earth and experience the adventures Hobbits get up to.

Contents:
3 Books (Totaling 107 pages in all):
The Rules
The Shire
The Adventures
1 large double-sided map showing the Shire and Eriador
8 double-sided pre-generated character sheets
30 Wargear Cards
6 double-sided Journey Role and Combat Stance Cards
2 d12 Feat Dice
6 d6 Success Dice

D&D 5E: Encounters of the Random Kind

Untold Encounters of the Random Kind is a hardback book of 1000+ random encounters. Featuring a detailed guide to using the encounters in 5E games, Untold Encounters of the Random Kind can be used ahead of time to plan Roleplaying game sessions or used on the spot to roll up some randomness!

The book is split into 3 sections – Wilderness, Dungeons & Towns – and each section contains themed encounters and more specific chapters to help you select the most relevant encounters.

Of course you can select the encounters you like the look of ahead of time, and we also include random tables so you can roll up anything from a random tavern encounter to an entire dungeon using this book. Which also features an entire chapter on Traps.

D&D 5E: Book of Fiends

Devils, demons, and daemons—these are the ultimate servants of evil. Learn all their foul secrets in the Book of the Fiends, the definitive Fifth Edition sourcebook on these fell creatures. This tome presents over 130 of horrific fiends hailing from Hell, the Abyss, and Gehenna, with Challenge Ratings ranging from 0 to 31. The original edition of the Book of Fiends was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons designer Robert J. Schwalb has reimaged all the creatures, character options, and more for Fifth Edition. It builds on the information found in the core rulebooks, expanding and revealing all you could ever want to know about these evil planes and their inhabitants. The Book of Fiends provides profoundly wicked foes your players will never forge.

Tiny Turbo Cars

Tiny Turbo Cars is a programming race game: players need to program the movement of their car in advance on their “puzzle controller”, trying to create the best sequence of actions. But programs might prove to be not as good as planned: obstacles, collisions, your mischievous rivals… Disasters will inevitably happen, but the race will go on!

Who will be the best driver? Will you win the holiday championship prize?

Tiny Turbo Cars is a funny and clever family game, ideal to liven up an evening with your friends or an afternoon with your family.

Museum Pictura

Museum: Pictura is a standalone set collection game for 2-4 players, in which you take on the role of an aspiring curator in an art museum, tasked with creating collections of some of History’s most iconic works of art!

Set in the luxurious extravagance of the Roaring 20’s, this new addition to the Museum range – created by Olivier Melison and Eric Dubus – will have you taking on the unpredictable art world to create some truly spectacular displays!

Acquire Paintings, trade with other Museums, and display your greatest finds in your galleries. Create huge collections and open them to the public to gain Prestige points – the larger the Collection, the more points you score! The player with the most Prestige points at the end of the game wins.

Museum Pictura: Crystal Palace

In this new expansion, you’ll no longer be responsible for just the contents of your galleries – you’ll be given complete control over your Museum as a whole! You’ll get to choose from a range of installations to embellish the halls of your establishment and attract even more visitors. Of course, each of these rooms and how you place them will determine their effectiveness and the bonuses they bring you.

Museum: Pictura – Crystal Palace is the more advanced of the two expansions. Whilst its core rules remain fluid and easy to learn, its effect on your gameplay will not go unnoticed. Each turn your choices will lead you to take advantage of long term bonuses, Prestige points or immediate benefits that will have a noticeable effect on your strategies and the evolution of the game.

Museum Pictura: Vernissage

In this expansion, you will be attempting to organize luxurious private parties for only the most illustrious of guests! In order to attract these Very Important Patrons, you’ll need to discard Painting cards, temporarily putting them to one side for your exclusive parties. Delight them with just the right combination of Painting cards, and you’ll convince them to lend their support to your establishment! This support will come in the form of Prestige points at the end of the game, but also other bonuses!

Parks Memories: Coast to Coast

Visiting national parks are the trips memories are made of. This is the inspiration behind PARKS Memories. Players will take turns revealing Park Tiles, searching for matching Park Types to unlock abilities, while taking tiles to collect location matches in their personal collection. Players aim to collect 3 matching sets before your opponent(s). PARKS Memories is a matching game that feels instantly familiar while offering new strategic depth to the genre.

This set includes the following national parks: Acadia, American Samoa, Biscayne, Channel Islands, Congaree, Crater Lake, Dry Tortugas, Everglades, Glacier Bay, Haleakala, Hawaii Volcanoes, Isle Royale, Indiana Dunes, Katmai, Kenai Fjords, Kings Canyon, Kobuk Valley, Lake Clark, Olympic, Redwood, Virgin Islands, & Voyageurs.

Phantom Ink

Renowned mediums are competing to figure out a secret object and prove they can connect with the “World Beyond”. The first team to figure out the secret object wins!

To set up Phantom Ink, divide players so that the Sun team and the Moon team each have one Spirit and up to three Mediums. The mediums on a team share a hand of seven question cards, and the spirits begin the game by choosing one of the five objects on a card as the secret object. On a turn, the mediums pass two question cards to their spirit, with sample questions like “What color is it most commonly?”, “What fictional character has it or uses it?”, and “If it were a musical instrument, what would it be?”

The spirit discards one question card face up, then returns the question card it’s going to answer to their mediums, then slowly writes the answer one letter at a time for all to see. As soon as the mediums think they know what this clue word is, they yell “Silencio”, and the spirit stops writing. The other team of mediums might see only the letter “Y”, but if you know the question is “What color is it?”, then you know the clue must be “yellow”. To end your turn, draw two new question cards.

On a turn, instead of handing over question cards, you can attempt to guess the answer — and to do so you write like the spirits, one letter at a time. If you write an incorrect letter, the spirits will stop you, marking out your error, with your partial guess giving the other team more information. If you guess the entire word correctly, you win!