Unfold: Dark Story
Players: 1–6 • Ages: 12+ • Play time: 60–90 min.
Only a couple of days ago, you were the head psychiatrist at a mental health clinic. But everything changed overnight when one of your experiments went south and several patients escaped your clinic, placing your experiments in jeopardy. You had to take flight, but you didn’t make it far: You were detained by the police and delivered to the police station. Now you need to find a way out before they lock you up for good.
Dark Story is a sequel to Escape from the Asylum and a thrilling cooperative adventure that fits into a small envelope. You can delve into the mysterious atmosphere of this tabletop quest regardless of whether you are familiar with the story of Dr. Dark’s clinic. The players must help Dr. Dark get out of his prison cell at a police station by solving different puzzles. Can you make a daring escape?
Unfold: Victim of the Pyramid
Players: 1–99 • Ages: 12+ • Play time: 60–90 min.
Victim of the Pyramid is an exciting cooperative adventure that fits into a small envelope. Dive into the otherworldly atmosphere of this tabletop adventure and help Venona go pass all trials that the Great Gods have prepared by solving a variety of puzzles. Will you be able to save Oxiteca and not become a victim of the Pyramid yourself?
Doctor Who 2E: Gamemaster’s Screen
The Gamemaster’s Screen is a three-panel landscape screen with a stunning image of some of the Doctor’s many incarnations, which will inspire your players to ask themselves, “What would the Doctor do?” The interior contains the most used rules and tables, handy for both novice and seasoned Gamemasters to refer to in the middle of an epic adventure without slowing things down.
A 36-page booklet, the Gamemaster’s Guide, is also included. This fact-packed resource features advice for the Gamemaster and a host of references and guidance to create memorable adventures at very short notice, along with a handful of exciting adventure hooks to get you started.
Doctor Who 2E: Secrets of Scaravore
The Secrets of Scaravore is a collection of four new adventures that can be played as standalone episodes or as a series of connected stories that lead the characters to the Wild West and distant worlds, encountering Draconians, Silurians, Zygons, and more, before finally facing the terrifying Scaravore itself.
- Discover the dark secrets of a technology-advanced Paradise occupied by seemingly prehistoric people, and unwind the tragic plot of a Dalek plague in “Paradise Lost.”
- Marooned on a strange planet where advanced technology doesn’t work, your Team TARDIS will have to unravel the mysteries of an apparently magical mediaeval society and solve an interplanetary diplomatic crisis in “A Kind of Magic.”
- Travel the Oregon Trail with a wagon train filled with refugee aliens in “Westward Bound,” and protect their secrets from a sect of deadly bounty hunters.
- Buried deep beneath the streets of modern-day London, a nightmarish creature stretches its malign influence across space and time… Only a team of terrific time travelers can stop it in “The Mandala of Scaravore!”
Warhammer Fantasy Roleplay: Lustria
Far from the shores of the Old World, across the Great Ocean, is the mysterious continent of Lustria. Tales tell of troves of golden treasure and repositories of arcane lore ready for the taking by those bold enough to risk it. Each week, it seems that another ship full of hopeful adventurers departs to this new world on a voyage of exploration.
But those who make landfall on the shores of Lustria find themselves in an environment that is wholly inimical to warm-blooded life. The jungles seethe with venomous snakes, carnivorous lizards, poisonous flora, and deadly disease. The few precarious settlements that cling to the coast arouse the ire of Lustria’s oldest inhabitants, the Lizardmen, who sally forth from their temple-cities to destroy all who encroach on their territory.
This book contains all players and GMs of Warhammer Fantasy Roleplay need to set their adventures in the mysterious continent of Lustria. The book contains articles on:
- The history of Lustria, from the coming of the enigmatic Old Ones and the height of Lizardman civilization to the present day, when the plans of the Old Ones are disputed by those who seek to carry them out, and younger warm-blooded species seek to rob Lustria of its wealth.
- The great temple-city of Tlaxtlan, home to a multitude of Lizardmen and centre of devotions to the impassive and unshakeable Old One Tlazcotl.
- The ruined temple-city of Quetza, an old lair of the Skaven of Clan Pestilens that houses many terrible secrets and brooding plagues.
- Skeggi, a Norse foothold of raiders and traders to the north of Lustria where adventurers may get rich quick, but more likely die trying.
- The Citadel of Dawn, a High Elf fortress and port on the southern cape, threatened by the ambitions of the notorious Dark Elf corsair Lokhir Fellheart.
- The Vampire Coast, a marshy morass of mangrove swamp within which Arch-Commodore Luthor Harkon holds his court of the undead and plots to expand his realm.
- Great new rules for explorer careers, founding and managing a settlement, Lizardmen of several different species, events and endeavours, parasitic diseases, monstrous creatures of the Lustrian jungle, and fully playable Skink Characters.
Embossed details picked out in gold foil and dramatic dark green details illustrate a decoration associated with the Solar Engines of the Old One Chotek. The spine of the book is rounded with raised hubs, and the paper edges are edged in gold, giving the impression of a prized tome that may contain the notes of an adventurer to the hostile continent of Lustria.
Astro Knights Eternity
Many generations after the events of the original Astro Knights setting, a group of rag-tag intergalactic scrappers find great power and responsibility forced upon them! Astro Knights: Eternity is a standalone, cooperative deck-building game with several scenarios connected by a single, ongoing narrative.
Continuing the gameplay lineage of Aeon’s End, player decks are never shuffled in Astro Knights, with the collective goal of defeating that scenario’s Boss before it destroys that mission’s Homeworld, or all the players seeking to defend it. In addition to the familiar structure of the first Astro Knights game, players will be introduced to all-new mechanics throughout the narrative campaign, along with refreshed elements from the Aeon’s End series.
Cypher System: Rust and Redemption
Whatever your apocalypse, Rust and Redemption is your tool for building it into a vivid, compelling Cypher System campaign. Explore the full breadth of the post-apocalyptic genre with a deep dive into the many ends our civilization might face (from zombies to climate collapse to supernatural invasion); the tropes and themes of the genre; and adventure ideas, set-pieces, and creatures. Special rules cover scrounging for food and ammunition, kitbashing devices from scavenged technology, dealing with radiation, exposure, and mutagens, and other topics unique to this compelling genre.
DroPolter
Players: 2–5 • Ages: 6+ • Play time: 20 min.
Eerie noises wake you up in the middle of the night. OoOOoo…Thud. Boom. One by one, ghostly figures begin to appear from beneath your bed. You hurriedly grab all of the lucky charms that you have been collecting just for this kind of situation. Using one hand, will you be able to drop only the necessary lucky charms on command, with no mistakes? It’s time to push your palms to the limit!
Summoner Wars 2E: Deepwood Groaks
From the waterlogged forests comes the witch-frog, Hekateia, and her Deepwood Groaks. Brew your foul potions and toss them to your warriors as needed so that they might cheat your foes of any advantage. Enhance your maneuverability and strength, or poison the enemy and watch them wither before your amphibian superiority!
Pathfinder Velour Dice Bag
Dice can be the key to most role-playing games, so keep them safe, secure, and in one place with this silk-lined bag, velour bag. The Pathfinder emblem proudly displayed on the outside lets your friends know you came ready to slay dragons and defeat ogres.
Pathfinder Dice Sets
Parachute Panda
Players: 2–6 • Ages: 8+ • Play time: 20–40 min.
Parachute Panda is a fun and fast tactical game of out-maneuvering your fellow pandas in a race to not get to the bottom first! Use balloons, leaf blowers, falling pianos, and more to keep your fluffy panda aloft while sending your opponents crashing to their doom!
Unmatched: Sun's Origin
Players: 2 • Ages: 9+ • Play time: 20–40 min.
Oda Nobunaga was the daimyo of the Oda clan, renowned for unifying feudal Japan. He is a master tactician, making his honor guard even more dangerous (and he just so happens to be a powerhouse in Tales to Amaze). Tomoe Gozen was a legendary onna-musha of the Minamoto clan. She strikes hard and fast, relentlessly pursuing her enemy across the battlefield. The set features stunning artwork by Yuta Onoda, with cultural consultation by Saigo.
Sleeping Gods: Distant Skies
Players: 1–4 • Ages: 14+ • Play time: 1–15 hours
Sleeping Gods: Distant Skies is a standalone sequel set in the world of Sleeping Gods. As in the original game, you and your friends trek through a vast landscape as you read branching storylines and meet vivid characters, but in this game, you interact with the atlas on a deeper level—camping, exploring, overcoming obstacles, and searching for lost relics. The new action system allows you even greater agency while you travel and explore.
In addition to the exploration and quest system from the original game, Sleeping Gods: Distant Skies features a fresh spin on combat. Players now build a combat deck from which they draw a varied hand of cards to play, making each combat encounter a fresh and dynamic puzzle.
Although Sleeping Gods: Distant Skies builds on story elements in the first game, you do not need to play Sleeping Gods to enjoy this sequel. The game features new characters and storylines, explaining concepts from the original game as you encounter them. Return to the world of Sleeping Gods, and experience a thrilling tale that hinges on your choices in a truly open-world experience!
Invincible: Escape from Mars
Players: 4–10 • Ages: 11+ • Play time: 20–45 min.
Based on the hit animated series from Robert Kirkman, Corey Walker, and Ryan Ottley, this game puts you in the position of either a hero or an astronaut attempting to escape Mars and make it back to Earth without bringing a world-destroying parasite home with you. No pressure!
Each round, players will be faced with an obstacle that they must overcome as a group. On their turn, a player may contribute a card to the obstacle, place a card on their own personal setback, or play a card for a special ability. At the end of each round, players will resolve the obstacle in either an astronaut victory, a sequid victory, or a neutral outcome. If the astronauts or sequids achieve 3 victories, they immediately win. If neither team reaches 3 victories before round seven, players have a chance to launch the rocket. Every player who has completed their personal setback boards the rocket and attempt to make it back to Earth. Before the launch, though, players will have one final chance to vote off any infected players that have infiltrated the rocket.
Depending on skill level, players may elect to play a simple game, as an astronaut trying to escape Mars, or a more challenging game as one of nine unique superheroes attempting to protect those astronauts. Superheroes have more power, but they’re playing a tougher game. You know what they say about power, responsibility, etc. Each player’s choice to be an astronaut or hero makes no change to the overall balance of the game!
Munchkin Rats
We’ve shared our lives with rats since …forever. Rats were here long before we were! Now those rats, and their rodent kin, are gnawing their way into your Munchkin deck. Here are 30 rat-ical new cards that you’ll love! Wield your Weapon of Mouse Destruction against Soc-Rat-es and Win A Rat Race! This is an expansion for Munchkin. It is not a standalone game.
Tabloids
Players: 3–99 • Ages: 14+ • Play time: 30 min.
Make UP the news, that is—just like the real tabloids do. Everyone creates a headline …crazy, sinister, or all too true. An instant judging round lets everybody vote on the best headline. And it’s on to the next round! This fast-moving and funny games includes 328 cards plus easy rules!
Imperium: Horizons
Players: 1–4 • Ages: 14+ • Play time: 40 min./player
Formidable adversaries are arrayed against you. Your people stand ready. History beckons. In your hands lies the destiny of one of the most storied peoples of history. Under constant threat of attack, you must conquer new lands, oversee dramatic scientific and cultural advances, and lead your people into the era of empire. Expand too rapidly, and unrest will bring your civilization to its knees; build up too slowly, however, and you might find yourself a mere footnote of history. As one of fourteen radically asymmetric civilizations, you will compete to become the most dominant empire the world has ever seen.
Imperium: Horizons is a standalone game that contains an astonishing fourteen distinctive civilizations, each of which makes for a unique and challenging opponent, even in a solo game. Fully compatible with Imperium: Classics and Imperium: Legends for those wanting to expand their pool of civilizations even further, Imperium: Horizons also incorporates a new trade module that allows players to recreate all the intrigue, wealth generation, and dynamic politics of a thriving economy.
Reprints
Code | Description | MSRP |
AWG03AS2 | Air, Land, & Sea, Revised Edition | $17.99 |
CB72602 | Warhammer 40K Wrath & Glory RPG: Forsaken System Player’s Guide | $39.99 |
SKB4214 | Trial by Trolley | $25.00 |
SKB432 | SUPERFIGHT: Core | $30.00 |