Category Archives: New Releases & Previews

D&D: Tales from the Yawning Portal Early Release begins 3/24!

Dread tales told in the dead of night!

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When the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.

Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed.

The seeds of these stories now rest in your hands. D&D’s most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.

For use with the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world’s greatest roleplaying game.

Tales from the Yawning Portal includes the following adventures:

  • Against the Giants
  • Dead in Thay
  • Forge of Fury
  • Hidden Shrine of Tamoachan
  • Sunless Citadel
  • Tomb of Horrors
  • White Plume Mountain

Clank!Sunken Treasures, Watson & Holmes, Dresden Files, Element, They Who Were 8, Arkham Horror, Imperial Settlers and More!

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Clank!: Sunken Treasures

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In Clank! Sunken Treasures, an expansion for Clank! A Deck-Building Adventure, players explore two partially flooded maps with new dungeon deck cards, a new persistent monster to defeat, new environmental challenges, and more as they venture in the watery depths!

The challenge to prove your thieving skills has moved to new environments. You’d better know how to swim as several rooms you’ll face have been completely flooded with water. Plus, of course, there’s always an angry dragon to avoid…

 

Dresden Files Cooperative Card Game

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The Dresden Files Cooperative Card Game allows you to play Harry Dresden and his friends as they take on the cases from the novels in the ultimate what-if scenario: What if Harry was on the scene with allies who weren’t there in the original story? The core game includes Harry, Murphy, Susan, Michael, and the Alphas and plays through the first five novels.

The Dresden Files Cooperative Card Game (or DFCO) is a game where the players work together to solve cases from the bestselling Dresden Files novels in the ultimate what-if scenario! Play Harry, Murphy, Susan, Michael, and the Alphas in the first five novels, or take on Side Jobs in a random scenario generator based on the short story collection of the same name.

Play your hand, clear the board, and beat the odds in the final showdown at the end of the book. Use teamwork, strategy, and a wee bit of luck to win the day.

The game has plenty of in-jokes and references for Dresden fans (like the unreliable range of the Blue Beetle), but it’s accessible to people who haven’t read the books.

This is a tightly tuned, strategic, cooperative game that feels intense, vital, and a little bit risky (thanks to dice and other factors) throughout play. At 30 minutes per session, gameplay is fast-paced and down to the wire. In this game, players take on the role of Harry Dresden and his allies, investigating cases and taking on foes from the books. To accomplish this, you’ll share a common pool of action points (called Fate points), and each player must choose between taking an action or generating Fate points each turn. Solve more cases than there are foes left standing to win!

In short, each player plays a character from the novels (one of them is always Harry), taking on a shuffled scenario deck based on one of the books in the series. Using a combination of cards, dice, and teamwork, players attack foes, investigate cases, take advantages, and overcome obstacles to make sure they have the best possible odds for a win in the final showdown at the end of the book! Like any good cooperative game, it’s hard to win (no fun if there’s no challenge!), but always rewarding to play, and scales smoothly from one to five players.

Watson & Holmes

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Sharpen your mind, for the dark mysteries that once stood before the great Sherlock Holmes are now yours to solve. In Watson & Holmes, two to seven players are presented with one of thirteen cases, each accompanied by a series of questions. Players must travel from location to location in order to obtain clues and information, competing to reach the most coveted destinations first and sabotaging their opponents along the way. Once a player feels they have successfully uncovered the truth, they may approach Watson and Holmes with their conclusion. If their answers are correct, they win the game, but if they miss the mark, the other investigators must continue the search until the case is solved.

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The Cases

Each of the thirteen cases included in Watson & Holmes provides the competing detectives with a collection of initial clues and information. The front of each case booklet indicates a card layout, forming the game board, while the back provides a short narrative, describing how the dynamic duo came to investigate the case and what little information they initially had to work with. Varying in difficulty, the amount of time and attention to detail required will be different on each case. With new and different locations to visit each and every time, none of the investigators will begin with any kind of advantage when tackling a new case.

Once the details have been introduced and the cards laid out, the detectives will alternate between two phases: Visiting and Investigation. During the Visiting Phase, each player will choose a location to investigate. However, until every player has placed their pawn on a card, others can steal the location from them by bidding carriage tokens. Players also have the option of placing their pawn on the Carriage Stop, learning no new information, but gaining three carriage tokens to use on later turns. Once each player has settled on a card, the game proceeds into the Investigation Phase.

During the Investigation phase, each player reads the information on their chosen location card, taking down notes as desired. Players also have the option, during the Visiting Phase, to spend four carriages to claim Watson as their ally, thus forcing another player to read aloud their location card during the investigation. Though this can be an effective way to devalue the progress that player has made, it does provide valuable information to all players, setting each investigator on a race to the next location they interpret to be most informative.

The Allies

To help you along the way is a ring of Holmes and Watson’s trusted contacts, each with unique abilities to help you quickly and effectively solve the case. With abilities allowing you to claim useful tokens at times, pay fewer tokens at others, limit other players’ abilities, or take on the unique skills their characters possess, these allies are invaluable assets in any investigation. These character cards may only be used once during the game, but some have lasting effects, and all of them can ultimately mean the difference between victory and defeat.

The police are also useful friends to have, interested in protecting and observing these spaces. If a player possesses a police token, they may leave it at a location before departing in order to disrupt the progress of their opponents. Other detectives may bypass the police on their own, if they are able to use a token to pick locks, or they may use their own contacts at the police department to call off the police, reopening the location for everyone.

The Truth

Once a detective feels their solutions will satisfy the great detective Holmes and his parter Dr. Watson, you may travel to 221B Baker Street. If you are the only player who has arrived at the address, you may present your answers by writing them down as thoroughly as possible and comparing them to the back of the card. If your interpretation of the clues matches that of Watson and Holmes, you have won the game! If you missed a detail, however, you are forbidden from pursuing the truth further, and your adversaries will be given more time to reach their conclusions.

 

Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures

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Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes’ Victorian-era London, England. A “London Directory”, map, and newspaper archives are included with the cases.

Included are six independent “West End Adventures” cases (redesigned and updated from the 1995 expansion), and a series of four new cases based on the Jack the Ripper murders.

Jack the Ripper Cases:

  • Mary Ann Nichols
  • Annie Chapman
  • Elizabeth Stride, Catherine Eddowes
  • Mary Jane Kelly

West End Adventures:

  • The Strange Case of Dr. Goldfire
  • The Murder of Sherlock Holmes
  • A Case of Identity
  • The Death of a Transylvanian Count
  • A Royal Huggermugger at the Savage Club
  • A Simple Case of Murder

They Who Were 8

Gods and Goddesses are mercurial beings, given to jealousy and treachery, but they can also possess compassion and valor.

Who among the pantheon can win enough glory among their believers, so that their story of mythic victory can be passed down through the generations?

They Who Were 8 is a game for 2-4 players where each player serves two Gods, seeking to praise them for their Glory, and trying to avoid stories of their Infamy.

The game can be played in two different ways:

• Titanomachy:
A game for 2-4 players trying to achieve an individual victory.

• Pantheon:
A partnership game for 4 players, played in two teams of 2.

In both of these games, the players take actions that represent a bard’s retelling of the ancient story of They Who Were 8. They may also call upon the powers of their Gods to control the narrative and establish their version of the saga as the one told for eternity.

 

 

Terraforming Mars

In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the World Government on Earth, initiate huge projects to raise the temperature, the oxygen level, and the ocean coverage until the environment is habitable. In Terraforming Mars, you play one of those corporations and work together in the terraforming process, but compete for getting victory points that are awarded not only for your contribution to the terraforming, but also for advancing human infrastructure throughout the solar system, and doing other commendable things.

The players acquire unique project cards (from over two hundred different ones) by buying them to their hand. The projects (cards) can represent anything from introducing plant life or animals, hurling asteroids at the surface, building cities, to mining the moons of Jupiter and establishing greenhouse gas industries to heat up the atmosphere. The cards can give you immediate bonuses, as well as increasing your production of different resources. Many cards also have requirements and they become playable when the temperature, oxygen, or ocean coverage increases enough. Buying cards is costly, so there is a balance between buying cards (3 megacredits per card) and actually playing them (which can cost anything between 0 to 41 megacredits, depending on the project). Standard Projects are always available to complement your cards.

Your basic income, as well as your basic score, is based on your Terraform Rating (starting at 20), which increases every time you raise one of the three global parameters. However, your income is complemented with your production, and you also get VPs from many other sources.

Each player keeps track of their production and resources on their player boards, and the game uses six types of resources: MegaCredits, Steel, Titanium, Plants, Energy, and Heat. On the game board, you compete for the best places for your city tiles, ocean tiles, and greenery tiles. You also compete for different Milestones and Awards worth many VPs. Each round is called a generation (guess why) and consists of the following phases:

1) Player order shifts clockwise.
2) Research phase: All players buy cards from four privately drawn.
3) Action phase: Players take turns doing 1-2 actions from these options: Playing a card, claiming a Milestone, funding an Award, using a Standard project, converting plant into greenery tiles (and raising oxygen), converting heat into a temperature raise, and using the action of a card in play. The turn continues around the table (sometimes several laps) until all players have passed.
4) Production phase: Players get resources according to their terraform rating and production parameters.

When the three global parameters (temperature, oxygen, ocean) have all reached their goal, the terraforming is complete, and the game ends after that generation. Count your Terraform Rating and other VPs to determine the winning corporation!

Camel Up Cards

As with the board game Camel Up, Camel Up Cards has players betting on camels as they make their way down a racetrack. Each player has some knowledge about which camels can move — and how far they can go when they do finally decide to move — but they can’t be sure of when each one will move, so they’ll just have to guess which ones will end in front of the others, hoping to earn a bit of money while doing so.

The Banishing

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A dark void has opened, and undead creatures are attempting to enter our world. You have come together as guardians who must work together to force the undead back through the void. However, the longer it takes, the stronger the undead become, threatening to overwhelm all.

In The Banishing, players collect cards from the Void to form melds to cast unique spells and effects in an effort to complete the ritual of Banishing, which will hurl the undead back through the Void. Players must work together to create those melds, as well as to protect and heal each other from attacks by the undead in order to succeed.

Imperial Settlers: Aztecs

Imperial Settlers: Aztecs bring new rules, a new resource, and a sixth faction to the world of Imperial Settlers!

Prayer actions and blessing tokens bring religion to the world, while the Aztecs build temples and organize festivals and ceremonies to gain favors and be blessed! With this expansion, all other factions will also be able to add religion and their own pantheon of gods to their Empires.

This expansion includes a new faction board, the Aztecs faction deck, blessing tokens, and expansion cards for the original factions that complement the Aztecs abilities.

Small World: River World

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In Small World: River World, players discover new maps full of water regions haunted by merciless pirates. Players need to defend their precious harbors against them, fight them on the river, and still keep an eye on their opponents! Some regions such as the shipyard or the temple of the seer may help them to have the upper hand, but in River World, there is still not enough room for everybody. And random events that trigger on each turn add to the chaos!

Small World: River World includes two double-sided game boards, i.e., four maps in total, one for each of the four possible player configurations.

 

Coal Baron: The Great Card Game

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The city of Essen, Germany at the turn of the 20th century was a center for coal mining in Europe. Immerse yourself in the dark world of coal mining as you extract coal from pits, load coal to wagon trains, and then rail your coal off to distant locations in search of fortunes.

Coal Baron: The Great Card Game is a standalone game based on the very popular board game, Coal Baron, originally published in 2013. With innovative mechanisms and almost 240 cards, Coal Baron: The Great Card Game creates an experience that feels very distinct from, yet is just as intense as, the original game.

Amun-Re

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Everyone knows of the pyramids on the Nile – eternal monuments of a powerful and beautiful culture, that can still take our breath away. The pharaohs choose their sites, build their pyramids, and thank Amun Re and the other Gods for their bounty.

Each player wants, as pharaoh, to build the most pyramids. To accomplish this, he must first acquire a province, where he can trade and farm. With his profits, he can buy new provinces and building stones to erect pyramids. For all his actions, the player must make clever use of his power cards, and always offer appropriate sacrifices to Amun Re. Players must always keep their eyes on the goal of the building of the eternal pyramids or risk falling behind in points.

Wings of Glory: Battle of Britain

In the summer and fall of 1940, after the fall of France, the German Luftwaffe faced the Royal Air Force in the first major military campaign fought entirely in the air — the Battle of Britain. This was the prelude to the invasion Hitler planned for the British Islands — Operation Sealion. An ultimate German victory was at hand, and British pilots bravely flew into battle, fully aware of what a defeat would bring to their country and the entire free world.

Now, with this Wings of Glory: WW2 Battle of Britain Starter Set you can bring to life the epic aerial duels between the Axis and Allied aces on your tabletop. Defend Britain as an Allied pilot, controlling one of the most iconic WW2 airplanes, the Spitfire, or fly dangerous missions as a German pilot in a powerful Messerschmitt Bf.109 fighter.

Wings of Glory is fast–playing and easy to learn. This Wings of Glory: WW2 Battle of Britain Starter Set is a complete game that includes everything you need to play the WW2 version of the system. Four airplanes are included in this set, each fully assembled and painted. Also included is a full-color rulebook, a scenarios booklet, a rich assortment of counters, rulers, and airplane console boards to start playing out of the box in just minutes!

 

Element

Fire, water, earth, wind — these four elements have driven mankind’s mythology, philosophy and science for eons. Now, master the power of these primal forces in this abstract game of capture and area control.

In Element, players take turns drawing and placing four element stones to encircle opposing sages. Each element has unique properties that players can use to block an opponent’s movement. Feed walls of flame, move raging rivers, raise impenetrable mountain ranges, and even bend wind to your command. Transform one element into another with the rule of replacement or sacrifice element stones to help your sage avoid capture.

Understanding the subtle, diverse, yet powerful nature of the four elements is key to surrounding your opponent and claiming victory!

Phalanxx

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Alexander the Great has conquered a vast empire, but his power is now waning and the time is ripe to compete for his inheritance.

Each player in Phalanxx leads one of four competing factions that are ready to rule that vast empire. To do this, you must become the most powerful faction by reinforcing your troops, ensuring sufficient supplies, and occupying the most important cities and oases.

Firefly: Big Money

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Of course, when a captain does a job, they expect to get paid, that’s just business. GF9 will make sure your scores pay off big-time with the Big Money Deluxe Accessory. Big Money upgrades the paper money from the game with prop-sized versions of the bills, for a real fistful of credits when the deal is done. The paper money from Firefly: The Game has always been very popular, and we’ve had lots of requests to make it available separately for gamers, Browncoats and Firefly fans alike. Big Money also lives up to its name with a new denomination, a $5000 credit note, perfect for the biggest paydays.

The Legend of Zelda Collector’s Edition Chess Set

The Legend of Zelda Chess set features prominent hero and villain characters from The Ocarina of Time and pits them against each other in a battle of wits and good vs. evil!

 

Arkham Horror The Card Game: The Essex County Express

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The Essex County Express is the second Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game. Among its sixty new cards, you’ll find twenty-eight player cards, including four copies of a new weakness.

You’ll also find a thrilling new scenario in which your investigations lead you outside the town of Arkham. While the train you take may offer the fastest transit to your next lead, it may not offer the safest… When the train rumbles, shakes, and lurches to a halt, you and your fellow investigators must race from your car to the engine. If you can’t get the train moving in a hurry, you and all the other passengers may fall prey to whatever unnatural things seem to be crawling, shifting, and oozing their way from car to car, growing ever larger as they do so.

Your adventures on the Essex County Express feature a randomized set of locations that greatly enhance the scenario’s replayability, meaning this nightmarish ride is one you’ll want to take again and again and again!

Thunderstone Quest, Trains, Mystic Vale and More!

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Come out to The Dragon during March to learn Thunderstone Quest, Smash Up and Mystic Vale and other great AEG games!

Pre-order Thunderstone Quest at The Wandering Dragon and not only will you get your copy early, but you will also receive all the Kick Bonuses and Exclusives!

$6.00 Entry Fee can be used towards any of these great games!

RSVP Now:

Saturday, March 11th: Thunderstone Quest, Trains and Mystic Vale

Thursday, March 16th: Thunderstone Quest, Smash Up and Mystic Vale

Tuesday, March 21st: Thunderstone Quest, Guildhall Fantasy and Trains

Wednesday, March 29th: Thunderstone Quest, Smash Up: What Were They Thinking and Guildhall Fantasy

Thundestone Quest

Thunderstone returns with Thunderstone Quest. Recruit your heroes, arm your party, then visit the dungeon — and the dungeon has new perils not seen in prior Thunderstone releases. All-new dungeon tiles create new challenges and rewards as you explore deeper and deeper in the dungeon. Each quest brings new dungeons as well as new side adventures!

Thunderstone is a fantasy deck-building game. Each player starts with a basic deck of cards that they can use to purchase, or upgrade to, other, more powerful cards. Thunderstone Quest brings new play modes to the table. The game will tell a specific story with a series of pre-set dungeon tiles, monsters, heroes and support cards. Each will come with a series of mini-adventures and a story booklet that tells players what happens as they progress through the scenarios.

Once players have completed the quests they will be able to enjoy great replay value with the available selection of monsters, heroes, and support cards, as well as the new dungeon tiles, by choosing random set-ups before the start of play. Aside from heroes such as wizards, fighters, rogues, and clerics, cards will include supplies that heroes need like weapons, spells, items, or light to reach further into the dungeon.

The dungeon deck is created by combining several different groups of monsters together. Certain groups of monsters may be more or less susceptible to different hero types, so players have to take this into account when they choose what to buy.

Smash Up

The “shufflebuilding” game Smash Up starts with a simple premise: Take the twenty-card decks of two factions, shuffle them into a forty-card deck, then compete to smash more Bases than your opponents! Each faction brings a different game mechanism into play – pirates move cards, zombies bring cards back from the discard pile, dinosaurs have huge power – and every combination of factions brings a different play experience.

During play, Base cards (each with their own difficulties and abilities) are in play. You attempt to have the most power on the Base from your minions when the Base is smashed. Sounds easy? How easy is it when an opponent’s Alien-Ninja decides to Beam Up your minions to other Bases – flat out Assassinate them? What about when the Pirate-Dinosaur player Full Sails in and releases King Rex to stomp your minions into the ground, or when the Wizard-Zombies use their Mystic Power to create an Outbreak, suddenly flooding minions onto the Base from the discard pile? Or what if you faced a Zombie-Dinosaur player instead and he created an Outbreak of massive beasts all at once?!?

When a Base is smashed, each player in first, second and third place scores points. Fourth place? Sorry, bro – try harder next time.

With eight different factions, Smash Up includes dozens of combinations to try. Pirate-Aliens play different than Ninja-Aliens, for instance. Which will you use to smash up your opponents?

And did we mention the dinosaurs have laser beams?

Smash Up: What Were We Thinking?

Never let a cute face fool you, there’s a beatin’ awaiting you behind those cuddly smiles (didn’t Pretty Pretty Smash Up teach you anything?!?!) But it doesn’t end there, if you survive the onslaught of the teddy bears, you have rock stars, grannies, and explorers awaiting… seriously, what were we thinking?

Smash Up: What Were We Thinking returns to the wild randomness of the early days of Smash Up. By combining this expansion with your Smash Up sets, will you take Zombie Rock Stars against Explorer Dinosaurs? What about Time Travelling Grannies versus Teddy Bear Vampires? It’s all possible now! All your dreams can finally come true!

Mystic Vale

A curse has been placed on the Valley of Life. Hearing the spirits of nature cry out for aid, clans of druids have arrived, determined to use their blessings to heal the land and rescue the spirits. It will require courage and also caution, as the curse can overwhelm the careless who wield too much power.

In Mystic Vale, 2 to 4 players take on the role of druidic clans trying to cleanse the curse upon the land. Each turn, you play cards into your field to gain powerful advancements and useful vale cards. Use your power wisely, or decay will end your turn prematurely. Score the most victory points to win the game!

Mystic Vale uses the innovative “Card Crafting System”, which lets you not only build your deck, but build the individual cards in your deck, customizing each card’s abilities to exactly the strategy you want to follow.

Guildhall

Do you have a thirst for adventure? Is your middle name danger? Do you just like treasure? Form a party of adventurers to help you be victorious! The more members of each class you have, the greater the bonus they’ll give you – but be careful; your opponents might try to poach your party members!

In Guildhall Fantasy: Fellowship, 2-4 players compete to create the perfect party by recruiting adventurers into their guildhall chapters. Collect sets of cards with unique abilities to control the table, and complete a full chapter to claim victory cards. Will you go for points quickly, or build up your special powers? Which will lead to ultimate victory? Only you and the gamemaster know!

Trains

In Trains, the players are such capitalists, managing private railways companies and striving to become bigger and better than the competition. The game takes place in modern times, with bullet trains, freight trains and more. You will start with a small set of cards, but by building a more effective deck throughout the game, you will be able to place stations and lay rails over the maps of Osaka, Tokyo or other locations. The trick is to purchase the cards you want to use, then use them as effectively as possible. Gain enough points from your railways and you will ultimately manage the most powerful railroads in modern Japan!

 

LOAD, Railroad Revolution, Days of Ire, Antares and More!

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LOAD: League of Ancient Defenders

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LOAD is a miniature game of epic clashing action! In LOAD, players take control of mighty group of heroes separated in 2 teams, clashing in head-to-head fights, all in an attempt to wreak enough havoc on their opponent’s base and force them to surrender! Your army ranges from lowly creeps to powerful heroes, each with their own roles to fulfill. It is up to you to use their unique skills and abilities to best your foes on the open field. In LOAD you will coordinate attacks, daringly step through dangerous forest to reach other lanes and assist your heroes, all in attempt to reach opponent’s base and secure victory.

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In 30-90 minutes, you will use abilities of your heroes by rolling dice to damage opponents heroes and base.

Heroes are represented by 32mm scale models and Lane creeps by 28mm scale models that are moved around the board to establish tactical dominance.

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Railroad Revolution

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Ambition and a thirst for wealth have driven humanity to strive for ever greater progress. In America, during the 19th century, battles were waged between huge railway corporations that sought to connect state to state and coast with coast… making themselves filthy rich in the process. Railroad Revolution drops you straight into the middle of these tempestuous years; a time that changed America forever.

In Railroad Revolution, you will manage your own railroad company, ruthlessly competing to be the most powerful railroad tycoon across all America. You will build railroads, establish stations in your connected cities, expand the network of telegraph lines, and chase your objectives, increasing the value of your company with every action you take.

You start with mainly a team of non-specialized workers, but during the game you can hire additional ones with specific skill sets. The cost or effect of an action is determined by the type of worker that does it. To complete your company objectives, you will have to remove some of your workers from your active pool, promoting them to managerial positions. You must carefully assign each of your workers to perform the right action at the right time in order to exploit their specializations in the best way. You need to decide which ones to promote and which are instead still needed to take actions, as your priorities will change from turn to turn.

Days of Ire: Budapest 1956

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It’s 1956, and waves of protest in Poland are once again showing cracks of the Eastern European communist bloc. Emboldened by these signs, students and intellectuals in Budapest, the Hungarian capital, organize a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks a violent response is provoked, thus sparking the Revolution of the 23rd of October.

One player takes charge of the Soviet forces trying to shape the headlines to his liking and uses the militia and snipers of the State Protection Authority to stop the revolutionaries at all cost. The other player(s) (from 1-3 opponents) co-operatively play as the ringleaders of the revolutionary forces collecting resources (represented as icons on their cards) and recruiting other fighters to ensure the revolution’s events end up in favor of their side, while fighting off tanks and soldiers in this exciting, historically inspired card driven game.

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Days of Ire: Budapest 1956 is played over seven days — the last week of October 1956. The Soviet commander plays headline cards at the beginning of every turn, gathering Command Points and triggering effects that sometimes help, sometimes hinder the revolutionary effort. This card-play, reminiscent of well-known card-driven wargames (CDG) such as Twilight Struggle or Labyrinth: War on Terror, is what drives the tempo and the strategic thrust of the game. The other player(s) form the revolutionary side. They collect cards and fighters for two reasons: to resolve events for boosts to their side, and to fight off militia, snipers, and Soviet tanks in a drastic fight for survival. They have to manage their positions while spreading across Budapest, carefully dividing their actions as a team and always keeping an eye on their morale lest they run out of cards. This team-playing aspect — reminiscent of highly successful cooperative games such as Pandemic — guarantees ease of access to players who would otherwise be more intimidated by a traditional CDG.

If any of the revolutionary ringleaders suffer too many wounds, or if they fail to resolve enough events by the end of the game, history changes and the revolution falls. But if they keep the streets of Budapest free from oppression, the revolution lives on, to fight another day.

Historical Note: In real life, the revolution succeeded, and Hungary was free for less than a week. On the 4th of November, the Soviet forces quickly recaptured the country, but that is a subject for a different game…

Beyond the Gates of Antares: Strike on Kar’A Nine

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Strike on Kar’A Nine is a new introductory set for Beyond the Gates of Antares containing forces for both the Algoryn and the Concord, with dice, rules and templates plus a fold-out battle mat and cut-out terrain – everything you need to get started with the game.

Thanks to the order dice draw system, every battle is a tense affair with both players constantly being involved in the action. Both epic defeats and narrow victories will be enjoyable when you venture Beyond the Gates of Antares. Prepare yourself for an exhilarating adventure!

The full colour Getting Started book is designed to coach you through, making your first steps as exciting and as simple as possible, with a series of scenarios that gradually introduce the mechanics of the game. Each scenario introduces new rules, culminating in a final battle using everything in the box where you will be able to use all you have learnt.

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Beyond the Gates of Antares Dice Game

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The ancient Gates of Antares link or isolate worlds across countless galaxies. The evolved panhuman races wage unending war to control the Gates and the undiscovered systems beyond.

Take on the battling forces of the Concord IMTel, the symbiotic Isorians, the bio-adapted Boromites, the twisted Ghar Empire or the warlike Algoryn Prosperate to claim control of the Gates that lead to new planetary systems to trade and colonise.

With each faction bringing a unique twist to the otherwise simple rules, roll the Skirmish dice to score victories on your campaign and claim the Gate. Each player’s round represents a military offensive that will give the chance for scoring victories, but be aware of the Fate dice opponents will play against you as they can twist your results and turn a clear victory into a total failure!

Cosmic Kaboom

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For centuries, the factions have been at war. However, it wasn’t until recently that they discovered the ability to create a bomb so powerful as to destroy entire planets. But now the secret is out, and it’s a race to see which faction will crown themselves as the superior race.

Players will take turns flying (flicking) their space ships around space, collecting energy to power up space bombs and eradicate their enemies.

The goal of the game is to be the player with the most points at the end of the game proving that their alien species is the supreme race.

D&D: Assault of the Giants, Sherlock Holmes, Firefly, Arkham Horror LCG, T.I.M.E. Stories, Marvel Lengendary, Small World and More!

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D&D: Assault of the Giants

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Based on the story first presented in the Storm King’s Thunder adventure from Dungeons & Dragons, Assault of the Giants is a new board game designed by Andrew Parks for 3-6 players. Players will need to command armies of giants as they wage war throughout northwest Faerûn. Order your giants to assault small folk villages and cities to score points and secure resources including food, artifacts, ore, and runes.

Each player issues commands to his or her giants in the form of command cards (recruit, move, attack, pillage, and so on). This allows players to recruit new giants, send them out to attack settlements and other giants, and also to pursue special agendas based upon their race. Each player represents a different giant race (hill giants, stone giants, frost giants, fire giants, cloud giants, or storm giants), each with a different agenda. For example, the Storm Giants seek to restore their lost monarch, King Hekaton. The Cloud Giants seek an ancient dragon treasure trove, and the Hill Giants seek an abundance of food with which to feed their massive monarch, Chief Guh.

Contents include 12 Giants miniatures, injection molded in color, measuring from approximately 60mm to over 90mm in height, and three Giantslayers.

Small World: River World

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In Small World: River World, players discover new maps full of water regions haunted by merciless pirates. Players need to defend their precious harbors against them, fight them on the river, and still keep an eye on their opponents! Some regions such as the shipyard or the temple of the seer may help them to have the upper hand, but in River World, there is still not enough room for everybody. And random events that trigger on each turn add to the chaos!

Small World: River World includes two double-sided game boards, i.e., four maps in total, one for each of the four possible player configurations.

Sherlock Holmes Consulting Detective: Jack the Ripper and West End Adventures

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Sherlock Holmes Consulting Detective: Jack the Ripper & West End Adventures is a standalone expansion to Sherlock Holmes Consulting Detective with updated graphics that features ten more cases to be solved in Sherlock Holmes’ Victorian-era London, England. A “London Directory”, map, and newspaper archives are included with the cases.

Included are six independent “West End Adventures” cases (redesigned and updated from the 1995 expansion), and a series of four new cases based on the Jack the Ripper murders.

Jack the Ripper Cases:

  • Mary Ann Nichols
  • Annie Chapman
  • Elizabeth Stride, Catherine Eddowes
  • Mary Jane Kelly

West End Adventures:

  • The Strange Case of Dr. Goldfire
  • The Murder of Sherlock Holmes
  • A Case of Identity
  • The Death of a Transylvanian Count
  • A Royal Huggermugger at the Savage Club
  • A Simple Case of Murder

Firefly The Game: Crime and Punishment

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Getting’ the job done just got more interesting. Announcing the Crime & Punishment Game Booster for Firefly: The Game

The Game Booster adds 40 new cards to the Misbehave Deck, presenting more hassles, hardships and the rare opportunity to those crews that might indulge in a bit of criminal behavior now and then. Of course, when there’s trouble in the ‘Verse, you can be sure the Alliance won’t be far behind, new Alliance Priority Alerts affect the entire game with sweeping new temporary conditions. The Game Booster also adds two new Story Cards and two new Set Up Cards.

Arkham Horror LCG: The Miskatonice Museum

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The Miskatonic Museum is the first Mythos Pack in The Dunwich Legacy cycle for Arkham Horror: The Card Game.

It begins with a book… Somewhere in the Miskatonic Museum, Olaus Wormius’s Latin translation of a book called the Necronomicon lies hidden away, kept locked and secret so that those individuals who shouldn’t gain access to it do not. When recent events at the university and the Clover Club lead you to believe that someone may now be searching for this strange and ancient tome—someone who should not be permitted to delve its secrets—you make your way to the Museum. The hour is late, and the front door is locked. But you know you must recover the book before anyone can access its arcane secrets for dark purposes.

The cards and adventure from The Miskatonic Museum grant you access to the Museum and its many exhibitions. Whether you conduct your investigation as a relatively simple book recovery or incorporate it into the campaign from The Dunwich Legacy, you’ll find it marked by a frightening urgency. You aren’t alone within the museum’s darkened chambers; something else stalks the exhibits…

Marvel Legendary: Noir

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Mystery, secrets, and betrayal. Legendary’s 12th expansion steps into a universe where superpowers are replaced by gritty stories. This 100 card small box expansion hosts Heroes, Schemes, and Villains in a way never before seen in the Legendary universe. This is Legendary: Noir.

Monstrous

Olympus is shaking to its foundations. Faith among the mortals is waning and with it the very power of the pantheon. Zeus is in a rage: “Hear me, gods! I command you to send forth my MONSTROUS pets. Make them rain from the sky and erupt from the underworld. We will rekindle these mortals’ faith – through FEAR!”

Monstrous is a game of gods and monsters, fear and faith, dexterous skills and tactical combos.

Players are Greek gods throwing mythical monster cards from their hand onto a shared tableau of ancient Greek locations to gain as much ‘Faith’ as possible. But a strong guiding hand is not enough – cunning use of tactical monster and location powers is the key to gaining the most faith of all the gods, and the favor of Zeus.

During setup, a number of large location cards equal to the number of gods are arranged on the table – these are selected from 12 ancient Greek cities where the insolent humans cower. Locations have special powers and provide Faith when hit by Monsters. Depending on the number of gods playing, each god has a randomly constructed deck of between 7 and 10 out of 12 mythical monster cards, each with their own special power. Each god shuffles and readies these decks, then draws 3 of their monster cards ready to throw at locations and monsters already on the table.

On their turn, a god chooses a single monster from their hand, and throws it (without their hand crossing the table edge) attempting to hit:
1. a location – to use its special power, and any thrown monster power that affect locations, and gain its Faith.
2. other monster cards on the table – to use the special power of their thrown monster on the other gods’ monsters.
3. ideally both at the same time!

Look for the best cards to throw and the best targets to throw at. But beware: monsters may do unpredictable and dangerous things. Some monsters even act like traps on the table, taking effect as soon as they are hit. If Olympus is in play, powerful legendary monsters can be gained for gods to throw too.

Once a god has finished their turn, they draw a new monster and play proceeds to the next god. This proceeds until one god runs out of monster cards completely. Each other god then takes 1 final turn before the god with the highest Faith is declared the winner.

Monstrous blends stunning art of mythic Greece with quick card throwing, fist pumping action and the tactical combos that gods and gamers love. Every game is different and there are optional rules to tailor your MONSTROUS experience for children, team play and longer games with legendary monsters.

And yes, you can release the Kraken.

Cthulhu: A Deck Building Game

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The Elder Gods greet and invite you to participate in trying to save your wretched existence. The stars are aligning soon and only those who have dared to piece together the clues from the mythos even know what’s coming. Do you and your fellow investigators have what it takes to save everything? I think not…

In Cthulhu: A Deck Building Game, you cooperatively work with fellow players (1-6 players) as Investigators to banish the Elder God and his minions by using Moxie (force of character, determination, or nerve) to reduce their health to zero. If you banish the Elder God before he reduces all of the Investigators health to zero you win the game.

There are two phases of the game, a planning and combat phase.

1) In the planning phase, the Investigators activate cards in their hand, research new cards at the Miskatonic University and then ready themselves for final preparation.

2) In the combat phase, the Elder God and his minions attack the Investigators’ health and sanity. Investigators may go crazy or die out right, however, they have a chance to fight back. The Investigators use Moxie to push back the waves of the occult and supernatural.

Building your personal library by researching in the Miskatonic University makes you stronger and is your only hope against the Elders. Keep in mind, every bit of resource used to research is a bit not used against the Mythos. It is a balance you must solve to defeat the Elder Gods.

Elder Sign: Museum Gamemat

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Protect your cards and dice from the horrors of Elder Sign-as well as the imperfections of your tabletop-by playing atop the Museum Gamemat!

With its map of the Miskatonic Museum and its occult exhibits, the 26″ by 26″ Museum Gamemat brings you a step closer to the investigations you’re attempting in your game. You’ll find line illustrations of some of the Museum’s stranger and more terrifying objects, as well as an art nouveau border that encourages you to action with heroic art of two investigators and two monsters.

T.I.M.E. Stories: Expedition Endurance

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1914 NT: What really happend to the crew of the Endurance and their Imperial Trans-Antarctic Expedition?

Prepare yourself for a horrifying journey to the frozen wastes of Antarctica!

In Expedition Endurance, the fourth expansion for T.I.M.E Stories, a temporal anomaly of the worst sort has opened up in 1914, in Antarctica. This is the year that the crew of the Endurance attempted to cross the continent and failed, and your efforts to unravel the mysteries of this temporal anomaly will carry you into a realm where temperatures drop below -40 and, as Bob warns you, there may be supernatural forces at work.

The Investigators of Arkham Horror

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“We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight. We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions, and without bodily motion peer to the bottom of creation.”
–H.P. Lovecraft, From Beyond

An essential tome for all the most daring fans of Arkham Horror, Eldritch Horror, Elder Sign, Mansions of Madness, and the other Arkham Horror Files games, The Investigators of Arkham Horror contains fifty-two short stories with full-color illustrations by more than forty of the industry’s most talented artists.

Discover the hidden secrets of the investigators who risk everything to save humanity from certain doom! With its lavish art and haunting stories, this gorgeous, 264-page, hardcover art and setting book delves deep into the lives of the investigators from the acclaimed Arkham Horror Files games. These men and women explore those parts of our reality that lie outside of what our senses and science can perceive, often confronting beings of such unfathomable power that simply beholding them can shatter the mind. With The Investigators of Arkham Horror, the tales of these heroic men and women gain new focus as they explore 1920s Arkham, the far-flung corners of the Earth, and the strange worlds of the Cthulhu Mythos.

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Santorini Demo on 2/4

Santorini Demo (Rules will be taught)

RSVP on our Meetup Now!

$5.00 Entry Fee can be used towards the purchase of Santorini!

Santorini is a non-abstract re-imagining of the 2004 edition. Since its original inception over 30 years ago, Santorini has been endlessly developed, enhanced and refined by mathematician and educator, Dr. Gordon Hamilton.

Santorini is a highly accessible pure strategy game that is simple enough for an elementary school classroom. But with enough gameplay depth and content for even hardcore gamers to explore, Santorini is truly a game for everyone. The rules are deceptively simple. Each turn consists of 2 steps:

1. Move – move one of your builders into a neighboring space. You may move your Builder Pawn on the same level, step-up one level, or step down any number of levels.

2. Build – Then construct a building level adjacent to the builder you moved. When building on top of the third level, place a dome instead, removing that space from play.

Winning the Game – If either of your builders reaches the third level, you win.

Variable Player Powers – What makes Santorini truly special is its seamless integration of variable player powers into a pure-strategy game. Dr Hamilton has designed over 40 thematic god and hero powers, each fundamentally changing the way the game is played.

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Arkham Horror LCG: The Dunwich Legacy and Mansions of Madness: Beyond the Threshold

Arkham Horror: The Card Game-The Card Game

 

“No one, even those who have the facts concerning the recent horror, can say just what is the matter with Dunwich…”
–H.P. Lovecraft, The Dunwich Horror

Fantasy Flight Games is proud to announce the upcoming release of The Dunwich Legacy, a deluxe expansion for Arkham Horror: The Card Game!

Several months ago, three Miskatonic University professors armed themselves with secret knowledge, traveled to Dunwich, and brought an end to the strange and terrifying creature that had been terrorizing the secluded village. Their heroic efforts brought peace to the region—for a while—but also left the men scarred by the horrors they had witnessed. Now, one of those professors, Dr. Armitage, has need of your assistance. His colleagues have gone missing, and he fears the worst…

With five mini cards and 156 full-size cards, The Dunwich Legacy challenges you to find the missing professors and launches you into a campaign that leads to Miskatonic University, the notorious Clover Club, and beyond. Five new investigators arrive to offer their services, armed with fifty-nine new player cards (including a complete playset of each) that allow you to pursue new deck-building strategies and new styles of play. Finally, you’ll find all manner of new terrors arrayed against you—from backroom thugs and bad luck to arcane hexes and wholly unnatural abominations.

Where Will Your Search Take You?

The Dunwich Legacy introduces two new scenarios, Extracurricular Activity and The House Always Wins, that pit you against the forces defined by eleven new encounter sets. You’ll infiltrate the Clover Club and witness firsthand its shady and sometimes violent transactions. You’ll traverse the halls and greens of Miskatonic University. And if you’re lucky enough—and careful enough—you might just find Dr. Armitage’s missing colleagues and live (with your faculties intact) to tell the tale.

However, the details of that tale will depend both on the decisions you’ll make and your willingness to delve deeper into the layers of mystery you encounter… The Dunwich Legacy doesn’t just allow you to explore two new scenarios and their challenges; it serves as the introduction to the whole The Dunwich Legacy campaign, the subsequent chapters of which will be released in an upcoming cycle of Mythos Packs.

For those investigators willing to pursue the horrifying truth, The Dunwich Legacy campaign offers a thrilling and spiraling descent into mystery and madness. Where will your search for Professors Rice and Morgan take you? What will you learn? What connections will you uncover between recent events and the rumors that date back to Dr. Armitage’s involvement in the incident at Dunwich?

Each of the six Mythos Packs that complete the cycle adds new layers of intrigue and new challenges that you can enjoy either as a standalone adventure or as a part of an eight-act mystery. And it all starts with the scenarios and encounter sets from The Dunwich Legacy.

The Chef, the Musician, the Reporter, and More

If your investigators are driven insane or devoured as you confront the ghouls and cultists in the Core Set scenarios, don’t worry! The Dunwich Legacy introduces five new investigators at the outset of its campaign. Like the investigators from the Core Set, these new investigators all come with unique assets and weaknesses. Unlike the Core Set investigators, however, the investigators from The Dunwich Legacy don’t have primary and secondary classes.

Where Roland Banks (Core Set, 1) is primarily a Guardian, who can use Guardian cards of levels zero through five, his Seeker tendencies are represented by his ability to utilize Seeker cards of levels zero through two.

On the other hand, the investigators from The Dunwich Legacy don’t have a secondary class. Instead, like Zoey Samara(The Dunwich Legacy, 1), they have a single class, but can dabble in all the other classes, choosing as many as five level zero cards from classes other than their own.

In this way, they may offer you a shortcut to sampling all the new level zero class cards arriving in The Dunwich Legacy, along with a new neutral card and cards with levels higher than zero. For example, you might want to test Zoey Samaras in combat and play Double or Nothing (The Dunwich Legacy, 26) for a shot at extra damage. Or you might want to use the Rite of Seeking (The Dunwich Legacy, 28) so that Zoey can conduct her investigations with magic. The beauty of the matter is that because both of these cards are level zero, you can include one or two copies of each in your deck, albeit at the cost of two to four of your precious cross-class card slots.

Something Went Terribly Wrong

What secrets lie behind the sealed doors of Miskatonic University? Just how sinister are the gangsters that run Arkham’s Clover Club? What do the disappearances of Professors Rice and Morgan have to do with the events of Dunwich, several months back?

You are an investigator. Gather your assets, gather your allies, and begin your investigation. The Dunwich Legacy is now at The Wandering Dragon!

 

Mansions of Madness: Beyond the Threshold

“Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again.”
–H.P. Lovecraft, The Dunwich Horror

The frightening creatures of Mansions of Madness Second Edition have haunted your dreams for weeks now. Mysterious disappearances brought you to the Vanderbilt mansion, and your stay in Innsmouth was disturbed by darkness and despair. You’ve encountered devoted cultists and disgruntled spirits, bound to the mortal world by their evil tasks. Terror has overcome you and grievous injuries have put your mortality on display. Every choice you’ve made has led you somewhere, but even the strongest of mind and body will crack eventually.

Even more horror awaits you in Beyond the Threshold, the first expansion to Mansions of Madness Second Edition. Introducing two new investigators, one unfamiliar creature, and a variety of additional components, this expansion will extend the possibilities of your journey through each and every unsettling scenario of uncertainty and anxiety. The new spaces to discover, people to encounter, and cards to experience all come together in additional scenarios, throwing you into the dim unknown of two new mysteries, each with their own unique additions to the world of Mansions of Madness.

Haunted Souls

Your pool of investigators with which to enter the game continues to expand with two more brilliant truth-seekers, both completely new to Mansions of Madness. Wilson Richards may appear to be little more than an everyday handyman, but his call to fix issues larger than the plumbing has led him down an unusual path. His blue-collar, day-to-day life has provided him a practical, physical strength which can only be of help in a fight, and he has developed an acute focus through years of detailed work. The more spiritually gifted Akachi Onyele found herself an outsider in childhood, but has since discovered a keen and sacred awareness of the supernatural. Her exceptional knowledge comes from a lifetime of training and study, and her eye for the unusual makes her a great asset to any team of investigators.

It is with these brave truth-seekers that you will face off with both monsters you’ve met before and the newly corrupted Thralls. People who are weak in mind and spirit have a tendency to fall to dark powers, though none quite like the possessed creatures introduced in this expansion. The forces controlling their minds have gained influence over their physical being as well and have disfigured it almost beyond recognition. Thus, the people with whom you speak in one moment may be the monster you must fight to destroy in the next. There is no such thing as trust with these dark powers afoot.

Alongside the new investigators and creatures of Beyond the Threshold are a myriad of new objects, spells, conditions, and afflictions. New weapons lie in wait, offering unique ways to attack, while unfamiliar pains and anxieties threaten you at every turn. You may take control by casting new and powerful spells, or become mesmerized by the chaos of it all. You may find yourself at ease when the monsters and map tiles before you seem familiar, but blended with dozens of new components, you’ll never know what to expect… especially when map tiles move and seemingly ordinary objects possess hidden qualities.

When Darkness Falls

The mysteries that lie within the expansion will try your perception of reality, as you try to determine what is real and what lives only in your disoriented mind. When you seek answers, you will come across many red herrings and falsehoods, and you must be able to differentiate between the real and the unreal. Even when you have gained the knowledge you seek, however, you may find that you never wanted to know it in the first place.

The first of two new scenarios introduced in the expansion is The Gates of Silverwood Manor, a trying investigation of disappearances, each with some connection to Silverwood Manor. You’ve been called in to help by Officer Tetsuo Mori, though what happened before you arrived was never fully explained. After all, how could anyone know about the supernatural events occurring within the manor? The observations you make upon arrival may fail you later, as you return to explored areas only to find unfamiliar spaces.

In Vengeful Impulses, the second of the scenarios, you may experience a similar inconsistency of reality, though as darkness envelops you and your fellow dinner guests, you may begin to question the motivations of those around you. Your host, Thomas Carvey, has suspicions of a malicious plot, and the unsettling events you witness may suggest he is right. Further exploration of his home, however, may lead to greater questions, and intensify your desire to nail down the facts.

Answer the Call

Across the haunted and eerie Arkham, your insights and abilities are gaining attention, and people have begun to seek out your assistance. But can you truly help when you encounter never-before-seen creatures and your own mind begins to fail you? Or are your weaknesses more of a hindrance than your strengths are a help? Test your sanity once again as the mysteries that torment the region persist in Beyond the Threshold.

Beyond the Threshold is now at The Wandering Dragon!

The Investigators of Arkham Horror Premium Edition

The Investigators of Arkham Horror Premium Edition

“We shall see that at which dogs howl in the dark, and that at which cats prick up their ears after midnight. We shall see these things, and other things which no breathing creature has yet seen. We shall overleap time, space, and dimensions, and without bodily motion peer to the bottom of creation.”
–H.P. Lovecraft, From Beyond

The Ancient Ones stir in their slumber. These are beings so impossible that to behold them is to lose one’s mind, and as they stir, they touch the minds of cultists ready to prepare malefic rituals. They tear holes in the barriers between our world and other dimensions, they unleash unspeakable monstrosities from unimaginable realities, and they prowl our city streets under the cover of darkness.

Few have yet encountered these threats. Even fewer have survived. And only a handful of these survivors have had the strength to retain their sanity and the courage to take action…

The Investigators of Arkham Horror is a lavish, 264-page, gorgeous hardcover art and setting book that delves more deeply into the lives of the investigators from the acclaimed Arkham Horror Files games. Experience the world of Arkham Horror like never before as they explore 1920s Arkham, the far-flung corners of the Earth, and the strange worlds of the Cthulhu Mythos.

An essential tome for all the most daring fans of our Arkham Horror Files games, The Investigators of Arkham Horror contains fifty-two short stories with full-color art by more than forty of the industry’s most talented artists. And if you act quickly, you can slip more fully through the gateway to the world of our Arkham Horror Files games with your own copy of  The Investigators of Arkham Horror Premium Edition and discover not only the book, but a complete set of rare artifacts!

The Beating Heart of Arkham

The eerie supernatural horror stories written by H.P. Lovecraft have inspired countless forays into the strange Cthulhu Mythos. It is a place where human understanding falls short, confronted by the awesome grandeur of an infinite, uncaring, and unknowable cosmos. Although we humans may consider ourselves the masters of all we survey, our perceptions are woefully inadequate, and neither our five senses nor our science are capable of uncovering the most significant creatures or events making their entry into our world.

The popularity and longevity of this conceit have led many to explore the Cthulhu Mythos. Like H.P. Lovecraft himself, many have chosen to recoil in horror, struck mad by the realization that there may be other worlds, dimensions, and grotesque life-forms—all hovering about us, just outside of our ability to perceive them. But while the vast majority of humanity remains ignorant of these alien worlds and creatures and the threats they present, and while most who encounter them go mad if they survive their encounters, the investigators of Fantasy Flight Games’ Arkham Horror Files games find themselves driven to action.

“I’m not a fan of cold cases. They’re like a bad scab, sitting in the back of your brain. The more you scratch, the deeper you go. The deeper you go, the more you bleed.”
Joe Diamond: The Private Eye

Forced into a subgenre of supernatural horror that’s all about people overcome by horror and despair, the investigators of Arkham Horror, Eldritch Horror, Elder Sign and our other Arkham Horror Files games are heroic. When others go mad, they raise their .38s and their tommy guns and fight back. When the Ancient Ones and their cultists pose new threats to all humanity, the investigators of Arkham Horror race desperately to find ways to avert the coming apocalypse.

Though the world of the Cthulhu Mythos and our Arkham Horror Files games is, itself, highly evocative, it’s not the world that drives our games, nor the magical and spellbinding stories they weave. The city of Arkham and the Cthulhu Mythos bring you close to the action, but to get to the heart of the action, you need to follow the investigators.

In all of our Arkham Horror Files games, players assume the roles of different investigators and enter a world where supernatural horror meets pulp action and in which their investigators’ personalities and personal histories may play—at any moment—either to their advantage or their detriment. The investigators of the Arkham Horror Files setting are heroic, yes, but they are also flawed. These are the characters you meet over the course of the fifty-two tales related in The Investigators of Arkham Horror, and their lives are just as conflicted, complex, and thrilling as you could hope.

Uncover the Rarest of Artifacts

Everyone knows that the artifacts of the Arkham Horror Files setting can bestow strange and far-reaching powers upon those who wield them, and this special version of The Investigators of Arkham Horror permits you the deepest possible immersion into the setting:

  • One hardbound copy of The Investigators of Arkham Horror.
  • An exclusive playmat featuring the boundless and chaotic Ancient One known as Azathoth, with art by Brian Valenzuela.
  • Four high-quality art prints, measuring 12″ by 18″, with bone-chilling work by Adam S. Doyle, Tomasz Jedruszek, and Magali Villeneuve.
  • Three preview cards for Akrham Horror: The Card Game—a Marie Lambeau investigator card and her two signature cards. These allow you to enjoy the game as Marie Lambeau prior to the investigator’s normal release.

Altogether, The Investigators of Arkham Horror Premium is the closest you can come to testing your sanity through struggles with cultists and monsters in the back streets, abandoned mansions, and cellars of Arkham. But it’s only available for a limited time, so stop by The Dragon today!

Explore the World and Investigators of Arkham Horror

Perhaps you first encountered it in your dreams—nightmares, perhaps, of swirling shapes and alien worlds. Perhaps you feel something looming over you, and even though you check over your shoulder and find nothing, the feeling never quite goes away. Perhaps you cracked open the dread Necronomicon and recognized the unholy truths of a world ordered by more than the natural laws we have identified through science.

“Marie was warming up backstage when the soft sound of clapping startled her. Whirling, she saw a tall, slim man in a black tailcoat. She hadn’t heard him approach, despite the Nightingale’s notoriously creaky floorboards…”
Marie Lambeau: The Entertainer

For whatever reason, you recognize there is more to our world than can be proven empirically. There is more than we can see through the senses. There are, in fact, other worlds, and you may even have heard rumors of those men and women labeled mad for their pursuit of those worlds and the creatures they say have come through to our own. But where you find others dismissive of these so-called “investigators,” you feel compelled to learn more. Their stories may support what you have seen and heard and learned—the truths you may never again unsee or unlearn.

Take your next steps into the supernatural side of the Roaring Twenties. Discover the fates of those who fight on humanity’s behalf. Witness the horror for yourself. The Investigators of Arkham Horror is now at The Wandering Dragon! Now you can finally step through the portal into a world of mystery, madness, and heroic adventures!

Arkham Horror LCG: Carnevale of Horrors

Arkham Horror LCG: Carnevale of Horrors

“And He shall put on the semblance of men, the waxen mask and the robe that hides, and come down from the world of Seven Suns to mock…”
–H.P. Lovecraft, Whisperer in Darkness

While revelers throng the streets of Venice, masked conspirators advance their sinister agendas, shadows envelop the city, and something terrible rises from the lagoon…

Now available at The Wandering Dragon, Carnevale of Horrrors is a new, sixty-two card scenario for Arkham Horror: The Card Game that may played standalone or may be added as a “side-story” to your ongoing campaign. Its mysteries lead you and your fellow investigators far from the quiet, New England shores of Arkham. You’ll cross the Atlantic and partake in the Carnevale of Venice. But while this festival begins with music, mirth, and merriment, it quickly spirals into abject horror.

The sun vanishes, and screams erupt throughout the city. You want to save as many innocents as you can, but everyone is wearing masks. Who are the villains, and who are the victims? In this Carnevale of Horrors, you must race quickly through the layers of mystery and conspiracy, lest the cultists and their sacrifices summon a being of unfathomable malice!

What Lies Beneath the Mask?

Held annually during the ten days leading up to Shrove Tuesday, Carnevale di Venezia is a celebration famous for its music and its masks. Participants parade through the streets with excessive celebration before their Lenten fasts. On its surface, Carnevale is a vibrant and colorful spectacle that runs throughout the entirety of the city, along crowded streets, over bridges, along the Canal-side (Carnevale of Horrors, 9), and past many of the city’s most beautiful buildings.

However, there’s something odd about this year’s celebration. Although it has been a part of the city’s cultural identity since the 11th century, Carnevale has been in decline since it was outlawed by the King of Austria in 1797. So why has the celebration now returned to Venice in such strength? Is there a sinister plot behind its return?

Additionally, there’s the fact that the festival is almost synonymous with its masks—masks that conceal the identities of all those who wear them. And while each type of mask is steeped in tradition and laden with meaning, you’ll be more concerned that as you’re scouring the city for clues, they make it nearly impossible to tell an Innocent Reveler (Carnevale of Horrors, 21) from a sinister cultist like Don Lagorio (Carnevale of Horrors, 17) or Salvatore Neri (Carnevale of Horrors, 19).

Accordingly, throughout Carnevale of Horrors, you’ll be challenged to navigate the parade of Masked Carnevale-Goers traveling clockwise from location to location. You’ll need to be careful as you try to discern the identity of each different Masked Carnevale-Goer, and you’ll need to use that information to prevent the city’s conspirators from ushering forth a new age of darkness and despair.

If you are playing in Campaign Mode, you may even be able to make use of the adventure’s four new Mask assets in your future adventures. Any one of these items may serve you as an invaluable and material reminder of all that you endured and learned in Venice. Of course, you’ll first need to spend three experience to travel to Venice, and it will prove no easy matter to thwart the conspirators…

A Celebration of Terror

With its sixty-two cards, Carnevale of Horrors transports you to a city of masks and mysteries. You’ll be thrust forward by the momentum of a lively throng, parading through the city streets. You’ll feel the impending approach of doom as you try to peer beneath each new mask. As the sun sets and night approaches, you’ll recognize—to your dread—that what you first saw in Venice was only the surface. There are far greater and more terrifying truths lying deep beneath the streets and the waters of the city’s canals…

Carnevale of Horrors comes with all the act, agenda, location, and encounter cards that you need to enjoy its adventure as a standalone adventure or as a side story in your ongoing Arkham LCG campaign. Additionally, it comes complete with rules and five player cards—one ally and four Mask assets—that you can only add to your deck after concluding your investigations in Venice.

Scythe: Invaders from Afar, Pandemic: Iberia, Black Orchestra, New Angeles and Star Wars: Destiny!

Scythe: Invaders from Afar

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While empires rise and fall in Eastern Europa, the rest of the world takes notice. Two distant factions, Albion and Togawa, send emissaries to scout the land and employ their own distinct styles of conquering.

This expansion to Scythe, Invaders from Afar, adds 2 new factions. Each faction contains the following:

  • 5 miniatures
  • 31 custom wooden tokens
  • 1 faction mat
  • 4 cardboard tokens

It also includes these components, which allow for Scythe to be played with as many as 7 players:

  • 2 new player mats
  • 6 Automa cards
  • 1 custom plastic insert designed to fit into the expansion box or the original Scythe box.
  • 2 cardboard tokens to replace the Wayfare and Meander abilities in 6-7 player games
  • 2 Rulebooks
  • 7 cardboard coins ($50)

The expansion works seamlessly with any version of Scythe (i.e., if you have special resource tokens, that’s fine–the expansion doesn’t have any resource tokens).

Originally the game was to be capped at 5 players, but Jamey Stegmaier wanted to include 2 new player mats in the expansion. He realized that some people were going to use the mats to play 6-7 player games no matter the what the box says, so he wanted to make sure the game worked for them! To scale up, the expansion includes alternate abilities for some of the original factions.

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Pandemic: Iberia

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Welcome to the Iberian Peninsula! Set in 1848, Pandemic Iberia asks you to take on the roles of nurse, railwayman, rural doctor, sailor, and more to find the cures to malaria, typhus, the yellow fever, and cholera.

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From Barcelona to Lisboa, you will need to travel by carriage, by boat, or by train to help the Iberian populace. While doing so, distributing purified water and developing railways will help you slow the spread of diseases in this new version of Pandemic.

Discover a unique part of the world during a historically significant time period: the construction of the first railroad in the Iberian Peninsula during the Spring of Nations.

The game comes with two variants that can be added :

  • patient flow : the cubes, representing patients, will tend to flock to hospitals to try to get cured. Hospitals also are a bit more powerful.
  • historical illnesses : instead of being generic, each illness has a specific power to better represent what it is (Malaria, Cholera, Yellow Fever etc.)

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Black Orchestra

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As Hitler’s grasp on Germany tightens and his maniacal fervor is unmasked, men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler’s ambitions grow, these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail, calling these conspirators “Schwarze Kapelle”, the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?

Black Orchestra begins with each player choosing an historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit, motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades, then you will be able to use your special ability, attempt plots, and even become zealous (necessary for some extremely daring plots).

But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps, and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers, you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.

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On a turn, players may take three actions, such as moving, searching for an item, or drawing a card; or, at the cost of one action per die, roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling “Conspire” action allows players to make bold moves when most needed.

After the actions have been taken, an event card is drawn. The game is played over seven stages of World War 2, represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board, cause Hitler and his deputies to interact with the Conspirators, and present various opportunities or threats. During the final stage, many board spaces become off-limits, as the Allies move closer to Germany.

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To win, players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items–detonator & fuse, etc.). The active player may then attempt the plot by rolling the indicated dice, including all additional modifiers and helpful Action cards. The total of number of “Target” symbols needed to kill Hitler is based on Hitler’s military support, but a Conspirator’s security level decides if any “Eagles” rolled will see them detected, and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.

Players will need to work together and agree on the wisest course of action, as well as have a little luck, to succeed. The phenomenon of one player dominating the game because of it’s cooperative nature is mitigated by the fact that there are no certainties, and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail, but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested, and fails to resist interrogation, then they will need to make a big decision all by themselves, without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.

New Angeles

Welcome to New Angeles!
New Angeles, a board game of corporate greed and machinations for four to six players set in the Android universe!

The largest, richest, and most diverse city on Earth, New Angeles is home to the Space Elevator that rises along its buckyweave tether and connects us to Luna and its invaluable Helium-3 deposits. It is here, in New Angeles, that you’ll find the global headquarters for the worlds’ most powerful megacorps: Haas-Bioroid, Globalsec, Jinteki, Melange Mining, NBN, and the Weyland Consortium. And it is here, in this shining beacon of human achievement and advancement, that these powerful megacorps enjoy a uniquely fertile breeding ground for their projects and their rivalries.

In New Angeles, you gain control of one of these megacorporations. Then you use your wealth and influence to create more wealth and more influence. To do this, you’ll cut deals and forge temporary alliances. You’ll leverage your credits and assets to gain financial superiority over your corporate rivals. All the while, you’ll also need to keep an eye toward the masses, striking deals with the other corps as necessary in order to keep a lid on crime, disease, and unrest. If you want to maximize your profit, you need to keep New Angeles open for business!

Business Is Good

Business is your primary concern in New Angeles. After all, the city is uniquely favorable to businesses not only because it’s the site of the Space Elevator (or “Beanstalk”), but also because the city enjoys the privileges associated with being an unincorporated, special commerce zone of the United States. It benefits from most U.S. federal laws, but fewer Constitutional demands, meaning that its inhabitants—and its corporations—enjoy more freedoms than those within the United States proper. And the megacorps, who benefit from this tax-free arrangement more than anyone else, intend to maintain this status quo.

Accordingly, there are two goals in New Angeles. Your primary goal—and that of the game—is to increase your profits. Specifically, you need to earn more capital than your corporate rival in order to win. Your secondary concern, however, is to maintain order within the city. If it descends too far into chaos, the United States federal government will intervene, the city’s special commerce privileges will be put at risk, and you—along with the other corps—will lose.

The key to meeting both of your goals, then, is to conduct good business. Negotiate with others when it works for you. Manipulate others when you must. Keep your ambitions secret. Publicize your positive contributions and mutually beneficial business arrangements. Get others on-board with your designs… and then make more credits than them all.

Envision the Future

As the head of a powerful megacorporation, you’ll find there are plenty of different ways for you to lead your company in pursuit of ever greater profit. However, most of these revolve around your ability to steer the city’s development to your interests.

Games of New Angeles are played over a number of rounds, and in each of those rounds, you and your friends take turns proposing different types of business deals. These different deals are represented by action cards, each of which comes with its own game effect. At the beginning of your turn, you’ll draw a number of action cards as indicated by your corp sheet, and then you’ll present a deal to the other corps, choosing one of your action cards to place onto the board as your offer.

Meanwhile, each round will see a new asset placed upon the game board. Each of these assets represents a talented and useful person or organization, and if you can get the other corps to deal with you and support your offer, you claim the asset and stand to reap its benefits for the remainder of the game.

On the NBN player’s turn, Jackson Howard is revealed as the new asset, and NBN offers to put their Spin Doctors to work to decrease the city’s unrest.

Corporate Rivalries and Key Acquisitions

You may want your corp to direct the city’s business and claim valuable assets, but at least one of the other corps is going to want to see you fail. Maybe more than one. And these corps may try to undercut your deals by countering your offers. Or another corp may simply covet the asset that entered play that round, and since all the game’s assets are different, its CEO may propose a counteroffer, even if that corp has no reason to see you fail. It’s even possible for people to suggest alternate courses of action simply because they think they’ll actually help the city—not just the corps.

If there are ever two corps, then, that have proposed alternate deals, the other corps will decide which goes forward. They can support one deal or the other by placing any number of action cards from their hands facedown next to either the offer or the counteroffer. The corp whose action receives more support then resolves the action and lays claim to the asset.

Your actions and assets, in turn, will frequently help you amass capital, especially if you use them to trigger the conditions that innately favor your corporate interests. For example, NBN gains one capital for every point of reduction in the city’s unrest while Weyland gains two capital whenever a production outage is removed.

After the Weyland Consortium responds to NBN’s offer by countering with Budget Renovations,  the other corps divide their support. The active player’s offer wins the tie, so NBN claims Jackson Howard and uses their Spin Doctors to reduce unrest by one stage in two districts. Because NBN gains one capital for each point of unrest that is decreased, it moves two spaces forward on the capital track.

For these reasons—and others—it may sometimes even be in your best interests to spend money to make money. New Angeles allows you tremendous freedom to secure the support of the other corporations. You can bribe them with capital, you can promise them your support in future turns, and you can even allow them to resolve the actions you pass. The result is that New Angeles is truly a game of wheeling and dealing, and you’ll be trying to manipulate the other players every bit as much as you’re trying to make the best possible use of your cards and abilities.

Keep Big Government Out of New Angeles

Running a business is one thing. Running a city, it turns out, is quite another. But in New Angeles, you have to do both.

Even as you maneuver your corp toward greater fortunes, you have to give a perfunctory nod to the little people of the city. It turns out that in a city of several hundred million people—officially 500 million, but likely closer to a billion if you include the disenfrancistos and the androids—things can quickly turn ugly if you don’t keep the general populace sated. Accordingly, you’ll need to spend some of your time keeping the city orderly and productive. If you can’t, you’ll see the threat of revolt increase, and rioting and chaos may even lead to U.S. government intervention.

To keep the people happy and the city running smoothly, you’ll need to generate a specific variety and quantity of resources as determined by each demand card you reveal. These resources are produced among the city’s districts, but only where you have your android tokens available to generate them and only if you’re able to avoid strikes, outages, and the detrimental influence of orgcrime.

The android token in Laguna Velasco would allow the corps to generate the district’s three capital at the end of the round, except that a district with an orgcrime unit cannot produce its primary resource.

Accordingly, you’ll sometimes find yourself forced to detour from more lucrative endeavors in order to keep the city running smoothly. And you may even find yourself temporarily aligned in this endeavor with your rival. However, the alternative is failing to satisfy the city’s citizens, allowing them to shift increasingly toward chaos, and flirting with the idea that the U.S. government will come in—along with all its laws and regulations—to take over the city’s governance.

This threat is tracked each round, along with each corporation’s wealth, and if the threat reaches twenty-five, big government takes over and everyone loses… except for the one player who might be aligned with the feds. If this is you, then your win condition is no longer making more capital than a rival corp; instead, you work to oversee this fundamental change in how the city is governed.

Open for Business

Manipulate, negotiate, and bribe your way to riches. New Angeles is available now at The Wandering Dragon!

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