Category Archives: New Releases & Previews

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

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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

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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

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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

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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!

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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!

Star Wars: Destiny arrives at The Wandering Dragon on 12/01!

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The Wandering Dragon cannot get enough of this amazing new game and we are going to try our best to be your Star Wars: Destiny… Destination. 😉

Star Wars: Destiny finally  arrives on Thursday, 12/01 at 11:00am!  The Wandering Dragon will have Starter Decks, Booster Packs and Playmats, as well as Buying and Selling Star Wars: Destiny Singles!

The Wandering Dragon will also offer Star Wars: Destiny Open Play Nights as we work on bringing Star Wars: Destiny Leagues and Organized Play to The Dragon in the coming weeks!

Join our Chicagoland Star Wars: Destiny Facebook Group to discuss favorite combos, share deck building ideas, strategies… all things Star Wars: Destiny!

https://www.facebook.com/groups/ChicagolandStarWarsDestiny/

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Star Wars: Destiny is a new collectible dice and card game that lets you control the most popular characters in the Star Wars universe. Now, step into your favorite galaxy and be one of the first to play and own this awesome game!

The Wandering Dragon’s first Star Wars: Destiny Events will be our Launch Events on Thursday, December 1st, Friday, December 2nd and Saturday, December 3rd! These exciting events are centered around Star Wars fans meeting new friends and having fun playing Star Wars: Destiny!

The Wandering Dragon’s Star Wars: Destiny Launch Events are all about this awesome new game and is more casual than a typical tournament. Everyone should be having fun playing Star Wars: Destiny and not concentrating on who wins or loses each game!

Players can just show up, purchase a Rey Starter Set or Kylo Ren Starter Set, or if you already have a Starter, maybe pick up a few Awakenings Booster Packs to customize your deck. Then jump in and  join all of the other excited players in Open Play.

The Wandering Dragon will be Buying and Selling Star Wars: Destiny Singles starting on Thursday, December 1st!

Trust the Force, ready your blaster pistol, and jump into a galaxy far, far away!

Guilds of London, Great Western Trail, Conan, Ars Alchimia, AEG Black Box, Blood Bowl and More!

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Guilds of London

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London: The biggest, most important and richest city in England in the late medieval and early modern periods.

The Guilds played a major role in the lives of London’s citizens, controlling the way in which trade, manufacturing and business was conducted in the city. The members of the guilds were rich men, who were appointed to the most influential positions in the community and wielded immense civic power. The chief representative of the Guilds became the Lord Mayor of London, and the leading delegates of the Guilds became his Aldermen. Other members of the Guilds were the burghers of London. The Guilds ran the city and controlled its commerce; each had its own Hall and its own Coat of Arms. Representatives of the Guilds met at the Guildhall to discuss the great issues of the day.

In Guilds of London, you place your liverymen in strategic Guilds, building your power base, so that you can achieve the status of Master in many of them. You also have the opportunity to spread your power into the commercially valuable Ulster or Virginia plantations. Control of each Guild provides victory points and additional actions that you can exploit, so that you can control the future development of the city.

Great Western Trail

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America in the 19th century: You are a rancher and repeatedly herd your cattle from Texas to Kansas City, where you send them off by train. This earns you money and victory points. Needless to say, each time you arrive in Kansas City, you want to have your most valuable cattle in tow. However, the “Great Western Trail” not only requires that you keep your herd in good shape, but also that you wisely use the various buildings along the trail. Also, it might be a good idea to hire capable staff: cowboys to improve your herd, craftsmen to build your very own buildings, or engineers for the important railroad line.

If you cleverly manage your herd and navigate the opportunities and pitfalls of Great Western Trail, you surely will gain the most victory points and win the game.

Ars Alchimia

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Alchimia — a land where the works of a single grand alchemist has caused alchemy to develop more quickly than other technology. The everyday lives of the people rely on the alchemy factories that this first pioneer built.

In Ars Alchimia, you work at one of these factories. As an overseer belonging to the Academy, you take orders from the people, gather resources, and transmute them — but you need to be more efficient than your competition.

The game lasts four rounds, with each round representing a year. Each round, players take turns placing one or more of their workers on one action they want to do: gather resources, take up an order, employ an assistant, or transmute at the alchemy forges. The trick is that the more workers on one spot, the less effective an action becomes; if you want to place workers on a spot where there are already some, you’ll have to exceed the number of workers already there.

The Fog of War

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For months you’ve been planning and gathering forces for the largest invasion of the war. Your opponent knows that you are preparing a major strike, but do they know where? Suddenly you receive reports that a spy has gained information about your operation, and the enemy shifts their defensive forces. But do they know the full extent of your plans? Should you call off the invasion and plan for a new attack? Or risk disaster against a prepared enemy? This is the fog of war…

The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces, and the other the Allies.

The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army, navy, and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.

You defend a province by placing cards face down on the map. If you wish to attack a province, you must plan an “operation” to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance, while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation, plus one or more cards to conduct the attack. All of these cards are placed face down, so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn, the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.

In addition to combat forces for attack or defense, you may also spend Intel tokens to look at your opponent’s operations and defenses.

Jorvik

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For several decades during the Viking age, parts of England were occupied by the Norsemen. Under their influence, one of the larger cities turned into a flourishing center of trade and craftsmanship. The Vikings called the city and its surrounding kingdom “Jórvík”, which is today known as the city of York.

In the game Jórvík, players assume the roles of Viking jarls. They gather prestige points by trading goods, holding big feasts, funding pillages, commissioning craftsmen and hiring soldiers to defend the city against recurring invasions. The player with the most prestige points wins.

The game is a re-design of Die Speicherstadt (2010). In this game, players acquire cards from a card display through a simple yet brilliant worker placement and bidding mechanism to build up their trading empires. Jórvíkincludes two versions: A base game that is equivalent to Die Speicherstadt, and an advanced game that equates to Die Speicherstadt including its expansion Kaispeicher.

 

Legendary Inventors

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Lead a team of history’s greatest minds to glory in Legendary Inventors, a game in which 2-5 players each captain a group of four inventors working to bring their knowledge to life by creating useful objects to improve the world. Compete against rival teams to patent inventions and work to improve the knowledge of your inventors. The inventing team who has patented the most inventions or who has the smartest inventors wins.

In more detail, the game takes place over three ages, with each age representing a different period of technological advancement and those inventions becoming more complex in each subsequent age. On a turn, you either send one of your inventors to work on an invention or refresh your inventors to make all of them available again. When you send an inventor to work you apply that character’s skills — Albert Einstein has a starting skill of four Physics, for example, while Johannes Gutenberg has a starting skill of two Mechanics — against the needs of the invention, marking off what you’ve done with colored cubes.

When an invention is complete, the three players who have contributed the most reap the rewards of its completion! Players can choose to acquire and patent the invention by placing the invention card face up in front of them, or they earn reward tokens to upgrade their inventors, gain extra victory points, and even add additional knowledge to an invention.

As soon as all but two inventions in an age are complete, that age ends and a new one begins. After the third age, the team of inventors with the most victory points wins!

 

Treasure Lair

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Lairs with vast treasure await heroes who have the endurance to travel through treacherous locations, are clever enough to overcome encounters with dangerous charlatans, and are brave enough to defeat the fearsome monsters that lurk within.

In Treasure Lair, you must form a party of heroes in order to face the many challenges during your quest — but choose wisely, for each quest requires different skills and abilities. Brute strength may be enough to smash your way into the treasure lair, but stealth and wilderness lore may be vital to your quest for the greatest treasure. Win the most treasure and lead your heroes to victory!

The Mysterious Forest

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The Mysterious Forest is a cooperative memory game inspired by Daniel Lieske’s graphic novel, The Wormworld Saga.

After going through a magical painting, young Jonas enters a fantasy world. Players help him cross the Mysterious Forest and face the frightening Queen of the Draconias. The game is played in three phases: During the scouting phase, the players look at each of the eight forest cards in play and try to memorize all the equipment they need to cross the forest. Then they prepare Jonas’ backpack by rolling the dice and trying to get the right pieces of equipment. Once ready, the players start the expedition by turning the first forest card face up and discarding the required equipment from the backpack.

If they can reach the final card and choose the right equipment before they reveal it, they win the game!

MTG: Planechase Anthology

Magic has built up quite a bit of history over the past 23 years. With dozens of known planes inhabited by countless creatures, the story of Magic runs deep and wide. Some players have been playing Magic for years, and the story is an ocean they have no problem diving into. For other players such as myself who have barely scratched the surface of the story, it can seem almost impossible to breach at times. Fortunately, Planechase Anthology offers an approach to the Magic story that anyone can enjoy, regardless of their existing familiarity.

As a chaotic and unpredictable trip through the many planes of Magic, Planechase Anthology will offer veteran players a nostalgic trip through Magic‘s history (and possibly a glimpse into its future) and newer players a crash course on the settings we’ve seen throughout Magic‘s lore.

WHAT’S IN THE BOX?

To understand the appeal of Planechase Anthology, first you have to understand what you’re getting. Here’s a quick rundown of everything the shiny box contains:

  • Four ready-to-play 60-card decks from Planechase (2012 Edition), each with eight rare cards (for the exact decklists, check out the Planechase 2012 product page)
  • 86 oversized Planar cards, including 78 plane cards and 8 phenomenon cards
  • Four slide deck boxes
  • Oversize slide deck box
  • 35 double-sided token cards
  • Special edition planar die
  • Four Spindown life counters
  • Strategy insert
  • Did I mention the box is shiny?

Dungeon & Dragons: Rock Paper Wizard

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In Dungeons & Dragons: Rock Paper Wizard, the dragon has been slain, leaving behind a treasure over which to fight, and the players are wizards who are fighting to claim the most gold from the dragon’s pile.

The players have a shared “spellbook” of cards depicting various well-known D&D spells, and each card shows a unique hand gesture that the player must make to cast, while pointing at another player as the target of the spell. All players choose their spells simultaneously, and the spells can move the wizards closer or farther away from the treasure or affect the game state in other ways as well. It’s a game of second-guessing, satisfying successes, and agonizing reversals as each spell cast potentially affects the outcomes of the following ones!

The first player to grab 25 gold pieces from the hoard wins.

 

The Blood of an Englishman

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“Fee Fi Fo Fum! I smell the blood of an Englishman!” roared the giant as he crashed through the vines. Jack, with one arm around his precious stolen harp and the other grasping the beanstalk, felt the rush of danger. Will he make it to the bottom in time to chop down the leafy ladder, or will the giant successfully catch the thieving beggar?

In The Blood of an Englishman, players take on the role of either Jack or the Giant. The Giant must maneuver the Fee Fi Fo and Fum cards while Jack tries to create three beanstalks to steal the bag of gold, the Golden Goose, and the Singing Harp. Each player has different available actions and must carefully arrange the cards to achieve their goal. Are you brave enough to face your fate?

MTG: Planechase Anthology

Blood Bowl 2016

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The classic game of fantasy football is back!
Blood Bowl is a game of Fantasy Football. The basic game features a match between a two teams drawn from a number of fantasy archetypes, playing a warped version of American Football.

The Blood Bowl boxed game contains two teams: Humans, an all-round team who are flexible enough to adapt to any style of play, or Orcs, who make up in brute force what they lack in finesse. The teams are represented by coloured plastic miniatures, and push-fit assembly is required before use. The game is expandable, and additional rules and teams will be made available through expansion sets and supplements.

Actions in the game are resolved through the use of dice. Regular six-sided dice are used to make tests in a number of cases, such as when a player attempts to pick up the ball, pass it, catch it or dodge past an enemy player. Custom dice are used when one player wishes to Block another, using graphics to represent each of the different (but all violent) potential outcomes.

The rules in this edition of Blood Bowl are almost identical to those found in the Competition Rules Pack, which was the culmination of several years of development of the Blood Bowl Living Rulebook. This has resulted in an incredibly well-honed game which sees regular competition play around the world. In fact each team takes turns moving, blocking and advancing the football down the field. The game comes with plastic miniatures.

Istanbul: Letters & Seals

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You, the merchants of Istanbul, have come up with a new and quite lucrative way of earning extra money: delivering messages to the shopkeepers of the bazaar! While doing so, you can catch some useful information here and there that you can sell to the secret society for rubies. In order to keep your regular business running, you have hired a companion who is actively supporting you. True, he is a little slower than you would like but in return he does not require any assistants.

Conan

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Conan, designed by Fred Henry and based on the Conan universe by Robert E. Howard, is a scenario-based semi-cooperative asymmetric miniatures board game. One player is the Opponent, playing the Opposition forces, and the other players (1 to 4) play Conan and his companions: Shevatas the thief, Hadrathus the Priest/Sorcerer, Belit the pirate queen, Valeria the warrior, etc. The game is based purely on Robert E. Howard’s novels and short stories (and not the movies or other non-Howardian material). The publisher has hired Patrice Louinet, a Howard expert, to make sure the art and the scenarios are compatible with Howard’s vision.

Each game is a scenario, played on a map. There will be several maps — Pictish Village, Underground temple, Tavern, Pirate ship, etc. — and each map can have several scenarios set on it. The game is fast, one hour approximately. It’s possible to play several scenarios in a campaign, but you can also play each scenario individually. There will be a dozen playable scenarios in the base box.

At the beginning of a scenario, players choose their team (Conan and two or three other heroes). The Opponent gathers all the miniatures (picts, Necromancer, skeleton warriors, monsters, etc.), tokens, cards from the chosen scenario. The game usually plays in a limited number of turns (ten, for instance). Each scenario can have very different objectives: find the princess captured by picts and hidden in a hut and leave the camp before the pict hunters return; find the magical key to open a sealed door, steal the jewel and leave; kill the Necromancer by the end of turn 10; survive by the end of turn 10; escape the prison; etc.

During their turn, the heroes can activate or rest. If they activate, they can spend “gems” from their energy pool to do all sorts of actions: move, fight (melee or distance), defend, pick a lock, reroll, etc. If they rest, they can move a lot of gems from their “spent” pool box to their “available” pool box. When they take an action, they throw a number of dice equal to the number of gems they put in their action. There are three different kinds of dice: yellow (the weaker dice), orange (medium) and red (strong). Each character has a color based on their specialty: Conan throws red dice in combat while the Sorcerer throws yellow dice in combat; the thief throws red dice in Manipulation actions, while Conan throws orange dice; etc. Each player can have equipment cards (armor, magic potions, weapons, etc.) which give them bonuses on their dice rolls.

The Opponent plays differently. He uses a board with eight slidable tiles, plus his own Energy gems. Each tile corresponds to one unit (1 to 3 miniatures) on the game mat, and all of the miniature abilities are written on this tile (movement, armor, attack, special abilities). The tile position on the board corresponds to the numbers 1-8. The Opponent has a pool of energy gems and each time he activates one unit, he needs to spend a number of gems matching the tile placement: tile#1 costs 1 energy gem, tile#2 costs 2 gems, etc. Whatever tile the Opponent chooses to activate, he spends the corresponding energy cost (moving his energy gems from the available pool to the spent pool), then takes the tile out and moves it to the end of the sliding track: If he wants to activate this unit again, it will cost him 8 gems, because the unit is now on position 8. The Opponent can activate a maximum of two tiles, and he regains only a certain number of gems each turn (depending on the scenario).

In a typical scenario, the heroes need to accomplish something and the Opponent wins if the heroes fail to reach their objective — but in some scenarios, the Opponent has his own objectives and the Heroes win if they prevent him from accomplishing his goal.

 

 

Destiny Events Every Saturday Night at The Wandering Dragon!

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Star Wars: Destiny Launch Events

Come on out to The Dragon every Saturday night to play Star Wars: Destiny, the hit new Dice and Card Game from Fantasy Flight Games!

Join our new Chicagoland Star Wars Destiny Facebook Group to hear about upcoming events and talk all things SWD!

Star Wars: Destiny is a new collectible dice and card game that lets you control the most popular characters in the Star Wars universe. Now, step into your favorite galaxy and be one of the first to play and own this awesome game!

The Wandering Dragon’s Star Wars: Destiny Events are centered around Star Wars fans meeting new friends and having fun playing Star Wars: Destiny!

The Wandering Dragon’s Star Wars: Destiny Events are all about this awesome new game and is more casual than a typical tournament. Everyone should be having fun playing Star Wars: Destiny and not concentrating on who wins or loses each game!

Players can just show up, purchase a Rey Starter Set or Kylo Ren Starter Set, or if you already have a Starter, maybe pick up a few Awakenings Booster Packs to customize your deck. Then jump in and  join all of the other excited players in Open Play.

Trust the Force, ready your blaster pistol, and jump into a galaxy far, far away!

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