Warhammer Fantasy Roleplay: Archives of The Empire, Volume III
Archives of the Empire: Volume III is a diverse collection of fascinating articles. This time, Isabella turns her attention to the activities of merchants and the folk worship common to many rural corners of the Empire. Several minor faiths are explored in new detail, and forgotten beliefs are brought under scrutiny.
The archive contains:
- Legitimate Business Enterprises — A guide to setting up a business enterprise in the Empire, with detail on how to make a profit and grow from humble beginnings to a mighty concern.
- The Cult of Handrich, God of Trade — Merchants throughout the old world seek Handrich’s blessing in their dealings, but his cult is a new one, and his priests are rarely encountered outside of Marienburg.
- Folk Worship and Hedge Magic — The beliefs and traditions of those who live in the rural areas of the Empire are given scrutiny. The Old Faith is a tradition of the ancient folk who lived before the coming of Sigmar, and which has now faded in relevance and power. The practice of hedge magic is described in detail, with several new spells. Minor gods, such as Khaine are discussed.
- The Cult of Solkan, God of Vengeance — Whilst he is a mostly forgotten deity, whose puritanical creed is too stringent and uncompromising for most folk, Solkan promises aid to those who seek to wreak divine retribution.
- The Cult of Rhya, Goddess of Fertility — Beseeched by those who till the soil and tend the sheep, Rhya may seem a distant deity by the folk of the Empire’s cities, but in the country to understand her ways often makes the difference between life and death.
- Rules Updates and Additions — The archive also includes new rules for different designs of armor, more minor magical effects, animal familiars for witches and wizards, updated starting skills and talents for Characters from the various districts of Altdorf, and Lord Adalbert Knopp-Itzel, a quixotic champion of the Jungfreud cause.
Warhammer Age of Sigmar: Soulbound — Era of the Beast
Era of the Beast offers players and GMs a chance to follow the ongoing narrative of the Age of Sigmar universe, and it brings the timeline forward to the Era of the Beast and the emergence of Kragnos, the End of Empires. This book recounts the events of the Broken Realms saga and updates the lore of major cities and the status of the gods of the realms. Era of the Beast details the lands of Thondia, allowing players to adventure in Ghur, the Realm of Beasts, and includes new Archetypes to add to your Soulbound game. Last, from the swamps of the realms come the terrifying Kruleboyz—twisted, swamp-dwelling Orruks who slink from the mire to cut their enemy’s throats!
The book includes:
- A complete retelling of the Broken Realms saga.
- Advice on playing and running games during the Era of the Beast—and how the emergence of a new god (and the rise of a goddess!) have affected your character.
- Detailed information on Ghur, the Realm of Beasts, gives players a whole new realm to explore!
- Ten new Archetypes to play, including the Hurakan Windcharger of the Lumineth Realm-lords, the Knight-Relictor of the Stormcast Eternals, and the Melusai and Khinerai of the Daughters of Khaine.
- A new Species, complete with their own Archetype: the Draconith, bitter enemies of Kragnos!
- Over a dozen new stat blocks for the Kruleboyz give GMs a deadly new foe to unleash on their players.
Hollywood 1947
Players: 1–9 • Ages: 14+ • Play time: 20–40 min.
Hollywood 1947 is a social-deduction game. You must never show your cards or loyalty to anyone, but you may say whatever you’d like about the cards you put into a movie, or about your true allegiance. Open discussion about which cards were added into a movie is encouraged. However, if you are a Communist or the Rising Star, lying will often help you accomplish your goals since the majority of players will be Patriots.
That’s a wrap. Most players get the hang of the game after only a few minutes. So let’s go make some movies, but be careful who you trust! Hollywood 1947 is the fifth standalone game in the Dark Cities Series by Facade Games. Previous games in the series include Salem 1692, Tortuga 1667, Deadwood 1876, and Bristol 1350.
Trickdraw
Players: 2–5 • Ages: 12+ • Play time: 5–20 min.
Cards can be played two different ways: face-down as gold (worth 1 point) or face-up to perform actions. With only 10 points to win, any card you draw is guaranteed to push you toward victory. The real trick comes not in how you use your cards the first time but in how you re-use them. As you play, you’ll discover numerous ways to flip the cards in front of you. And whenever you flip a card face-up, you can activate it again immediately!
Trickdraw
Publisher: Good Games Publishing
Item Code: GGP020
MSRP: $17.99
Releases October 18, 2023
You can also do the opposite. Flipping a spent card face-down gives it new value as 1 point. This mechanic lets you find creative uses for your resources, giving all cards relative value. Your best card one turn may be better face-down the next. These tools allow for strong combos, sneaky plays, and cheeky bluffs. New strategy will emerge each time you play, and no game will feel quite like the last.
Studies in Sorcery
Players: 1–4 • Ages: 10+ • Play time: 30–60 min.
Studies in Sorcery is an engine-building and drafting game in which players are trying to complete projects in Alchemy, Reanimation, and more to finally complete their thesis statement and graduate from the Academy of the Dark Arts.
Each field of study at the Academy of Dark Arts is different and requires different skills. Alchemy takes time but can grant you abilities instantly. Reanimation requires just the right ingredients if you want to really impress the professors and can help you build future projects even faster. Sorcery takes work, but it can grant you new abilities depending on the phase of the moon.
On their turn, players can choose to scavenge for ingredients or to go get more projects to work on. At the end of each round, players can commit their ingredients to projects and hopefully finish a project so they can reap the rewards of a job well done. The game ends after four semesters have passed and players present their projects for review. Choose your thesis and fields of study wisely, and even you can get your degree in darkness!
Gift of Tulips
Players: 2–6 • Ages: 8+ • Play time: 20 min.
In Gift of Tulips, tulip enthusiasts explore Amsterdam’s tulip festival to build colorful bouquets. Players can change the value of different tulips by playing into the Tulip Market, gain points by giving Tulips to other players, or build up their own Bouquet, which is scored at the end of the game. Experience the Tulip Festival in Amsterdam with your friends!
Folklore: The Affliction, Anniversary Edition
Players: 1–5 • Ages: 14+ • Play time: 45–60 min.
Folklore: The Affliction is an adventure board game in which your characters progress through a series of stories in their quest to rid the land of evil. Every story is broken into chapters, allowing players to control the length of each game session. Most chapters take 45–60 minutes to complete.
Become one of six unique characters, increasing in knowledge and skill as you embark on a frightful journey to save the world of Folklore from the horrors that plague it. Will you survive the adventure that awaits? Will your courage falter and your friends fail you? Or will you become legends? Open and find out… This anniversary edition contains the coveted equipment pack and the cover boasts the Dice Tower Seal of Approval.
Doodle Dash
Players: 3–7 • Ages: 10+ • Play time: 15–20 min.
Doodle Dash is a party game in which the players draw the same word at the same time. It’s a drawing competition in which speed can beat skill, so anyone can win! Win by being the fastest doodler, but watch out—you only score if the guesser can actually tell what your drawing is!
Each round, one player is the guesser, and all other players are drawers. The drawers try to draw a word as fast and accurate as they can. The guesser takes turns guessing the word for that round from each drawing, beginning with the player who finished their drawing first. The player whose drawing is the first to be guessed correctly wins the round, and the guesser and that drawer receive 1 point each. At the end of the game, the player with the most points wins.
Old Gods of Appalachia RPG GM Screen
Printed on heavy board stock, this screen gives the GM quick access to items GMs sometimes look up during play. It’s all there in front of you so you can focus on your story, not on flipping through the book.
Neuroshima Hex 3.0: Merchants Guild
Neuroshima Hex: Merchants Guild is a new faction expansion to the best-selling Portal Games evergreen title Neuroshima Hex. The new army introduces a new way of managing the tiles you draw—instead of discarding the least useful tile, you must decide which tiles utilize your Gambles best.
Discarding tokens earns gambles, which can later be spent on activating the traits of the units on the board, as their abilities are not free. The Headhunter, for example, has a regular ranged attack, but only spending a gamble will trigger the ability to use a sniper shot. If the trait is not paid, it simply will not be active.
Merchant Guild soldiers usually have low initiative. This is important because the cost of activating a given perk is equal to the initiative of this unit. Activating the Headhunter Sniper will cost one gamble, but another soldier with initiative 2 will cost two gambles. The maximum number of gambles that can be managed at a time is 7, so we should have quite a lot of room for maneuver.
Terraforming Mars: The Dice Game
Players: 1–4 • Play time: 45 min.
Terraforming Mars: The Dice Game, is a card-driven dice game in which players use special dice to develop their corporations and terraform Mars into a new home for humanity. The dice represent resources that players spend to play cards and perform other actions. During the game, you increase your production of dice, you terraform and place cities and greenery tiles on the board, and you gain various bonuses. Each turn, you either produce new dice (Production turn) or perform actions (Action turn).
Whenever you terraform Mars (raise oxygen or temperature or place an ocean tile), you gain 2 Victory Points (VP). You can also gain VP for placing tiles and playing cards as well as winning Awards and Milestones. The game ends when two of the three global parameters have been completed (oxygen, temperature, and ocean). The player with most VP wins the game.
Chupacabra: Survive the Night
Players: 2–4 • Ages: 8+ • Play time: 10–20 min.
In Chupacabra: Survive the Night, which includes 24 glow-in-the-dark dice, each player rolls six dice at the start of the game and uses their rolled Chupacabra to steal other players’ chickens, goats, and bulls. One Chupacabra can capture up to two chickens or one goat, and two Chupacabra can capture a bull—but animal packs are immune to Chupacabra, so be sure to roll a lot of the same animal! (As if you have the power to control your dice rolls…)
When a player rolls all Chupacabra, they become “Chupacabra Loco” and can capture all of one type of another animal from a player.
Munchkin: Tricky Treats
Put on your Zombie Costume, grab your Favorite Machete, and show that Sparkly Vampire who’s boss! But be careful… You may fall prey to The Prim Reaper or the worst Halloween fate of all…Healthy Snacks!
Steve Jackson Games has added four cards from the Munchkin Halloween pack, the Candy Apple promo card, and 10 blank cards so you can make up your own tricks and treats! This is an expansion for Munchkin. It is not a standalone game.
Tesseract
Players: 1–4 • Ages: 14+ • Play time: 60–90 min.
The game features a cube of 64 dice, sitting on a rotating platform to examine all angles. Players will use three actions to manipulate the cubes: removing them from the Tesseract, adjusting their values, transferring them between labs, and isolating them into the Containment matrix.
Allow too many breaches or remove the last cube from the Tesseract, and the game is lost. Fill the matrix with 24 cubes, one of each colored value, and you save our world.
The Texas Chainsaw Massacre
Players: 1–4 • Ages: 14+ • Play time: 45–60 min.
The Texas Chainsaw Massacre is an asymmetrical horror experience based on the groundbreaking and iconic 1974 horror film. The game plays out in the iconic house from the film, which is stuffed full of meat hooks, bleached skulls, and bloody torsos. The Victims have a simple goal: Survive and escape. The Family must stop them by any means necessary.
Halloween Treats
Code | Description | MSRP |
GGDHH03 | Holiday Hijinks 3 The Pumpkin Problem | $9.99 |
KTG3001 | Haunt the House | $35.00 |
RESGHW01 | Phantom Ink | $27.95 |
TFC24000 | Cryptid Café | $39.99 |
TFC25000 | Ghosts Love Candy Too | $29.99 |
TFC28000 | Oh My Brain | $24.99 |
TPQHPB01 | Halloween Party | $9.95 |
TPQTTB01 | Tricks & Treats | $9.95 |