Wolves
Players: 3–6 • Ages: 15+ • Play time: 45–90 min.
Wolves is a semi-cooperative, family-friendly game from Connor Alexander, the creator of the Coyote & Crow roleplaying game. Players take on the mantle of leaders of communities working to survive through a harsh winter. You’ll need to gather resources and, more importantly, strategize how best to share them with other players in need. If any community fails, everyone loses the game! Along the way, players will gain status for effectively sharing resources with other players, and if everyone makes it through winter, the player with the most status will be elected chief among the communities!
Surfs Up
Players: 2–6 • Ages: 8+ • Play time: 20–30 min.
You and your rivals are surfers trying to gain the most points by catching the best collection of waves by the end of the game, dodging bluebottle stings, scoring bonus points from surfboards that match the waves you catch, and by satisfying each game’s three unique goals.
Way Too Many Gray Cats
Aeon’s End: Origins
Aeon’s End: Origins delves into the origins of breach magic, revealing that magic is not solely the domain of humanity. Set thousands of years ago, the expansion follows a young scientist who embarks on a solitary journey into the wilderness to unlock the secrets of the phoenixes and their enigmatic breach magic. However, her quest for knowledge leads her into a perilous encounter with a Nameless entity that feeds on the fabric of time itself, posing a grave threat to her and her discoveries.
Includes:
- This expansion for Aeon’s End introduces a wealth of new content, including new market cards that offer players fresh strategies and options.
- Additionally, players will face off against a new nemesis, confront challenges with a new mage character, and explore the intricacies of breach magic with the inclusion of the Pet Phoenix sideboard and the Phoenix deck.
- With its immersive storyline and innovative gameplay elements, Aeon’s End: Origins promises to captivate players as they unravel the mysteries of magic and confront ancient adversaries.
Summoner Wars 2E Faction Decks
Perplex your enemy with an assault as riddled as the tide. The Shimmersea Fae excel at controlling the ebb and flow of battle. They can steal their opponent’s momentum by turning an advance into a retreat. And they can flip between defense and offense with alarming speed. And be warned! Just when you think them defeated, a fae can vanish, only to reappear later in the fight!
Revel in the destructive nature of lightning like only a goblin can! Storm the battlefield and discharge bursts of electricity to overcharge your own troops while cooking the enemy to a sizzling crisp. Rush the foe in reckless, goblin fashion, overwhelming them with your numbers and bewildering disregard for self-preservation.
Skyrise
Players: 2–4 • Ages: 14+ • Play time: 30–90 min.
The Mayor has enlisted some of humanity’s greatest visionaries to help build Skyrise: a magnificent city in the sky, dedicated to art, science, and beauty. But only one artisan can be remembered as the greatest! Prove your genius by using a brilliant spatial auction system to win sites to build in, earning favor across islands and factions, scoring secret and public objectives, courting mysterious patrons, and building your own unique wonder.
Skyrise tells an interactive story of a growing cityscape, hard decisions, scarce resources, and ever-rising stakes that will keep you enthralled until the final scores are revealed. Skyrise is a brand new game inspired by Sebastien Pauchon’s 2008 Spiel Des Jahres recommended Metropolys.
Isle of Night
Players: 2–5 • Ages: 8+ • Play time: 10–45 min.
You’ve heard tales of a mysterious island filled with treasures and wonders, but it appears only at night. With your loyal hound at your side, you row at dusk toward the island, eager to uncover its secrets and confront its dangers.
In Isle of Night, two to five players explore an island represented by a deck of cards. On your turn, draw cards from the deck and choose one type of card to keep. Any unclaimed cards remain from turn to turn, creating a growing pool of choices and a greater sense of tension. Some cards allow you to manipulate the point value of different types of cards, encouraging strategic shifts in play and exciting, memorable moments. Isle of Night can fit in your jacket pocket and takes around 20 minutes to play.
Frostgrave: Mortal Enemies
On the violent and deadly streets of the Frozen City, feuds and vendettas are commonplace. Wizards may start out focused on discovery and exploration, fighting when necessary for survival or to win possession of some long-lost artefact or grimoire, but such battles can swiftly become intensely personal. Competitors become adversaries and, as the cycle of violence continues, some wizards lose sight of their original goals and focus their efforts on the elimination of their hated foes—their mortal enemies.
This supplement for Frostgrave: Fantasy Wargames in the Frozen City presents rules for creating recurring villains in both competitive and solo campaigns. These characters are unique individuals who return over the course of a campaign to plague the players’ wizards, gaining experience, recruiting allies, and becoming more deadly with each appearance. Against such threats, a wizard’s base becomes as much hideout as headquarters, and an expanded range of options for enhancing bases is provided, as are rules for defending your own…and attacking those of your rivals!
When Nightmares Come
When Nightmares Come is a tabletop miniatures wargame about modern-day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the ‘Watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city.
The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives. When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game’s Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new storylines encourages long-term playability.
Reprints
Code | Description | MSRP |
ACG034 | Paper Dungeons | $29.99 |
ACGTBD1 | Tinderblox | $12.99 |
ACG027 | Kittin | $14.99 |
AWG19WW | World Wonders | $49.99 |
PHG3600 | Summoner Wars 2E Master Set | $49.95 |