Seers Catalog
Players: 2–5 • Ages: 8+ • Play time: 30–45 min.
The latest edition of the Seers Catalog has everything you need for stopping werewolves. Can you limit yourself to the essentials in time to save the village? Seers Catalog is an almost-shedding card game, in which each player tries to get rid of almost all of the cards in their hand. Each round, players have a unique set of artifacts that give them asymmetric abilities to help manage their hand of cards.
When one player runs out of cards, the round is scored: Each card is worth -1. But if you have five or fewer cards in your hand, the lowest value on those cards is worth positive points! Of course, there’s a catch: Once you have five or fewer cards, you can no longer voluntarily pass, so holding on to a high-value card near the end of the round hoping for a big payout can result in total failure!
Harvest
Players: 1–4 • Ages: 10+ • Play time: 30–60 min.
In Harvest, you take on the role of a farmer, each with their own unique penchant for working the land, and you’ll choose a farmhouse with its own special round-to-round benefit. Each round, you draft sunrise cards that give you a one-time income and determine turn order for the round. Following that turn order, move your wheelbarrows around town to gather resources that you’ll use to manage your fields.
Plant seeds, tend the land, and harvest crops to make money and score points. Clear land to expand your farm, and construct buildings that make your land more efficient and give you endgame bonuses. By the end of harvest season, the farmer with the most points wins!
Ashes Reborn: Red Rains – The Siege of Lordswall
It began with war, the dead being unceremoniously dumped in an old mine. But the Red Rains flooded those tunnels, producing something horrifying. Now a veritable tide of human thralls surges toward Lordswall, their will controlled by the crimson crystals growing from their flesh.
Choose from four returning Phoenixborn—Odette, Xander, Dimona, and James—each wielding a brand new signature card. Use the included new divine magic player deck to repel the enemy at the city’s gates! Hold the line, protect your comrades, then smite the wickedness of the crystalline plague. Stop the horde at Lordswall or brace for extinction!
GURPS 4th Edition
Create your hero; control your destiny. Since Steve Jackson Games first released it back in 1986, GURPS has offered players the freedom to be any kind of hero they want in any genre they can imagine. Over the past 30 years, this roleplaying game has continued to grow and evolve, attracting fans who love its flexibility, quality, and ease of use. GURPS Fourth Edition sets new standards for physical quality as well; the two Basic Set volumes are full-color hardbacks with gorgeous, distinctive covers.
These new printings are enhanced with sewn bindings, which makes them last longer and lie flat when opened. The paper is also slightly heavier. These improvements marginally increased the size of the books.
The first volume, GURPS Characters, is the perfect introduction to the game. It contains everything players need to get started. Character creation is straightforward (just choose some traits) and produces a hero who feels like a person, not just a collection of numbers. And since GURPS Characters collects all of the rules about what traits and gear can do, and includes an overview of how combat works, every player will want a copy for reference.
Roleplaying is all about creating an exciting, engaging story together—and that’s the focus of the second volume, GURPS Campaigns. It covers all of the things needed to make a setting interesting and fun: the people, the technology, the creatures, the world itself, and more. GURPS Campaigns also dives further into the system’s rules, making it a must-own not only for the GM, but also for any player who wants more options and detail.
Car Wars Companion
It’s time to get back in the driver’s seat with the Car Wars Companion! With over 100 full-color pages, this book is filled with new rule sets, over 30 scenarios, personalities for bot (nonplayer) cars, and more! Experience all-new adventures in a post-apocalyptic world of autoduels, futuristic arenas, and powerful weaponry.
Car Wars: Orange/Purple Two-Player Starter Set
Players: 2 • Ages: 10+ • Play time: 60–180 min.
It’s a complete redesign of the original game of autoduelling, Car Wars Sixth Edition plays faster and includes new plastic miniatures! The relaunched Car Wars Sixth Edition line is getting a new, eye-catching cover-art treatment. This new, streamlined Starter Set has everything two players need to go head-to-head in the arena. Take the included sample car out for an Amateur Night spin, or build your own car with 50 customization cards for each player!
Contents:
- Two pre-assembled minis: Sawtooth (from Miniatures Set 4) and Pure Energy (from Miniatures Set 2)
- Miniatures come preassembled and unpainted
- Two car bases (one orange and one purple)
- Two dashboards (one orange and one purple)
- Four counter sheets (dashboard sliders, barrier and wreck tokens, two turning keys, and other assorted tokens)
- Dice pack (20 dice: six yellow, four blue, three red, three green, two black, and two white)
- Updated rulebook now includes a sample car build with helpful hints for your first game and all-new quick-reference material on the back cover.
Reprints
Code | Description | MSRP |
FSD1017 | Castle Panic, 2E: The Wizards Tower | $29.95 |
MCG372 | Cypher System: Bestiary | $49.99 |
SJG1416 | Munchkin 3 Clerical Errors | $19.95 |
SJG1444 | Munchkin 4 Need For Steed | $19.95 |
SJG1570 | Munchkin: 9 Jurassic Snark | $19.95 |
SND1009 | boop. | $29.95 |
WCG21 | Leaf | $40.00 |