Coming this March from 1A Games!
It’s a classic interactive fantasy adventure board game with a modern day twist. Each step of the journey has the potential to mean fortune or failure. So tread lightly, use your items and abilities wisely, and never trust anyone. Traps, enemies and the land itself are against you. Lose your way and all is lost, but what lies at the end of the path is worth the risk. See you at the testing grounds.
Cross Hares is an exciting interactive fantasy adventure board game series for 2-4 players from artist-storyteller Jesse Labbé, co-creator of AmityInk’s Berona’s War graphic novel series. The first title in the Cross Hares series is Testing Ground and will have expansions, graphic novels, and digital apps in the future.
Coming Soon from Lock’N’Load
Forgotten Heroes 2E
Lock ‘n Load: Forgotten Heroes 2nd Edition returns the aboriginal Lock ‘n Load series game to print. The art has been completely updated. Each counter has been redrawn, every map created anew, and Skill Cards, scenarios, charts, and rules laid out with painstaking care. In fact, all the 2nd edition has in common with the original is the Lock ‘n Load series rules and the scenarios.
Lock ‘n Load Forgotten Heroes 2nd Edition simulates combat inVietnam with the immediacy of squad-level combat. Counters represent squads, leaders, medic, chaplains, machine guns tanks, and much more. Turns cove 30 seconds to two or three minutes, and the interactive impulse system keeps both players involved in the game.
ANZAC Attack 2E Expansion
Now it’s time to step into the action again, this time with the military forces from Down Under in the first official expansion to Lock ‘N Load, ANZAC Attack.
ANZAC Attack, adds Diggers and Kiwi units to the Allied side. You’ll get a full range of units, including squads, half-squads, medics, leaders, and the heavy metal of Centurion tanks. It also provides the Lock ‘N Load player with new NVA and VC units (including T-55 tanks), and new USMC units involved in the war of hearts and minds.
Besides the eight ANZAC scenarios players can also try out two new USMC scenarios, and two focusing on the ARVN.
Nuklear Winter ‘68
The former German territory, transformed into a wasteland by the nuclear holocaust that ended the Second World War in 1946, is the hostile setting of a new conflict between old enemies clenched in a struggle for the future of mankind.
Surviving Nazi leaders and Wehrmacht forces resurface in 1968 from underground shelters to rebuild an empire from the ashes of the world. Oblivious to the climatic, technological, and political changes inflicted by more than 20 years of nuclear winter, they are about to face the mysterious Black Hand, elusive abhorrent masters of the wastes, and the combined might of the modern, highly mechanized and versatile NATO alliance.
Units represent platoons of vehicles like T64 or King Tiger tanks, infantry, or helicopters. The platoons are grouped into formations and lead by a commander. The formations are activated by chit draw, and better-trained, better-led units can activate more than once in a turn, moving, shooting, and fighting in each activation. On the flip side of a coin, there is no guarantee that a formation will activate even once.
Heart of Darkness: Nuklear Winter ‘68 Expansion
First there was the white light, and then everything melted away. And then there was silence. The war ended in 1946 with the nuclear annihilation of the Third Reich but all was not lost, for many German units took shelter in underground vaults where they continued to live, train and develop new weapons. The Reich, oblivious of the climatic, technological and political changes inflicted by more than twenty years of nuclear winter, emerged in 1968 under Himmler’s guidance only to find the Fatherland, a barren land now known as the Zone, surrounded by the NATO military and populated by mutants and a mysterious army of elusive beings fighting under the sign of the Black Hand.
It is now 1969. A year has passed since the Reich began its struggle, only to have met a stiffer than anticipated resistance from the Black Hand, their war beasts, and the far too powerful NATO force. The German war machine’s bold impetus has been bogged down and turned into a fighting withdrawal as men, equipment and food levels have dwindled to critical levels. To make matters worse, a somber cloud looms over the Germans as Himmler, the Reich’s ruthless commander, has been bedridden by a peculiar illness. Feeling that his time may be nearing, Himmler decides to reveal that the relic recovered from the Holterberg monastery during the previous year’s campaign may represent the vaults’ only hope for survival and the answer toGermany’s future.
Heart of Darkness: Nuklear Winter ‘68 Expansion introduces the characters, individuals with unique backgrounds and motivations, employing powerful skills, capable to further boost the effectiveness of the platoons they’re attached to. Entering the fray is a new guild of unscrupulous, well equipped and perfectly Zone adapted mercenaries ready to shed blood for those willing to pay the most for their brutal services. Still, nothing compares to the horrific creatures lurking inMagdeburg’s radioactive shadows, an army of nightmarish creatures marked with a White Hand emblem nearly identical to the infamous black one. Despite the shock, this encounter with the darkness may very well shed some light on the truth behind the Zealots and their origins.
Fantasy Flight announces Game of Thrones: Westeros Intrigue
Westeros Intrigue is expected to be released the second quarter of this year. Designer Reiner Knizia is taking players into the royal court, conniving for the Iron Throne.
Game of Thrones: Westeros Intrigue is a fast-paced game of cards and intrigue at court, created by renowned game designer Reiner Knizia. Every game is played over a series of rounds, as you and your opponents play character cards in an attempt to claim the Iron Throne for yourselves.
In each round, you pursue your own plans and seek to foil your opponents by playing character cards. Each turn, you will play a character card from your hand, adding to the court at King’s Landing. You can advance your own prospects by playing your character cards cleverly, but certain rules govern exactly where you can place your character cards.
The first character cards must be played in a single row, forming the bottom row of the court. Once there are two cards in a row, you may play a card in a new row above them. The card that you play in the new row, however, must match the House of one of the two cards below it. In Game of Thrones: Westeros Intrigue, character cards are divided between House Stark, House Lannister, House Baratheon, and House Targaryen, and each player may have character cards from any of these Houses in his hand.
The court develops as you and your opponents play cards, but a player will eventually discover that he can no longer legally play a character card. Once this occurs, that player is eliminated and the round continues. A round ends when no one can play another character card, and whoever played the last character card wins the round. In Game of Thrones: Westeros Intrigue, you will play rounds equal to the number of players.
If you win a round of Game of Thrones: Westeros Intrigue, you reap the rewards by drawing an Iron Throne card, which cancels a number of your penalty points. Your opponents, on the other hand, must take penalty points equal to the number of character cards that they have left in their hand. Over the course of the game, players gain penalty points from having character cards at the end of the round, and reduce their penalty points by winning a round and drawing an Iron Throne card. At the end of the game, the player with the least penalty points wins!
Coming this month from Game Salute
In DuCo, players score points by playing cards so that colored icons lie next to one another. If you match color or shape, you score; match both, and you score more; match special symbols, and the bonus points will roll in. Some icons will match any color or shape, giving you more opportunities to score.
The options for where to play grow each turn, and the first player to reach 50 points wins!
On your turn, place your card so the icons at the edges match up in color or shape with the icons on adjacent cards.
When you’ve placed your card, compare the icons that are now touching other cards. Corner icons may need to be compared with two icons. Each match is scored separately, and if the icons match in either shape or color, you score points!
All of your points are combined and added to your total score. Once scored, draw your next card and the turn continues to the next player.
When a player reaches 50 Points, finish the round. The player with the most points at this point is the winner!
- 1-5 players
- Ages 6+
- 25 minute play time
Slaughterball is a competitive board game simulating a ferocious future sport where 2-4 teams of genetically-engineered super-athletes clash in a remorseless steel pit. Teams score points by making goals and injuring opponents. The team with the most points at the end of 6 rounds wins the game. Slaughterball is for 2-4 players and lasts 60-90 minutes.
Picture is a 3D rendering of the minis.
Slaughterball is the first offering from Frog the What Games and has presently raised $13,000 of its $40,000 goal. It is on Kickstarter until Mar 16, 2014, and $100 pledge (or less if you nab an early bird slot) will get you the base game.
Heroes Wanted is a tactical board game for 1-5 superhero hopefuls, attempting to fulfill their dreams of becoming a member of Zeta City’s exclusive crime fighting super team: The Champions of Zeta City. Each time you play, you will create a unique superhero comprised of two hero cards. You will then choose a scenario and face a different villain (or villains), but the objective remains the same: gaining as much fame as possible by KO’ing minions, completing headlines, and thwarting the villain. At the end of each game, the superhero with the most fame is the winner and joins the prestigious ranks of The Champions of Zeta City.
Heroes Wanted is the first offering from Action Phase Games, and the second from designer Travis R. Chance (Infamy). It has presently funded with $34,000 raised on a $28,000 goal.
This Town Ain’t Big Enough for the 2-4 of Us is quick draw tile laying game. Each tile is made up of Fences to stake out land, and Brands to determine who the top dog in each area will be. On a player’s turn they will draw and play a tile, adding it to the map however they like. Players want to make sure that their brands are not alone, but also are not out numbered.
This Town is the latest in the Tasty Minstrel Games series of Pay What You Want Kickstarter micro-game projects. The minimum pledge is $3 US, but they suggest a pledge of $5. This town has already far surpassed it’s $5,000 goal and has several thousand backers.
Today, designer Gary Kagan announced his chemical compounding new card game:
Welcome to Elementary, where players become Scientists as they compete to see who can craft the most potent compounds! Through skillful use of Lab Techniques, Element management and clever action play, opponents gather the right combination of Elements and Bonds to score their chemical creation! But beware! Your esteemed colleagues are doing the same! Will they sabotage your best efforts? Or will you both end up in smoke?
This game is in the final play test and marketing stages and planned for a kickstart this year. It’s my first table top card game, and I have been putting in a lot of work to ensure you have a good time playing. A video and the instructions can be found in the links below.
Kagan will be conducting demos at Dreamation later this month in Morristown, New Jersey.
Coming this spring, Akrotiri is a great new two-player game from Canadian designers Jay Cormier & Sen-Foong Lim. It will take you on a voyage to wonderful paradise islands where you will try to discover ancient temples and treasures.
This game will fit wonderfully in our « 2-player » collection and you will love it instantly. Akrotiri combines tile placement, hand management, as well as some pick-up and delivery. You will soon be able to embark on this adventure and discover this great game.
An interesting mechanic in Akrotiri is that each player will have a little hidden knowledge about this player built tile laying game. Each player is given a secret map card that provides a location to a hidden temple waiting to be found and excavated.
This fourth great battle is making its way to the Pocket Battles collection this spring!
Will the Confederacy General rally Sharpshooters, Cavalry, and Militia? Or will he mount a mix of Infantry and heavy guns? Will the Union deploy heavy artillery and Volunteers to face this onslaught? The choice is yours! Choose your side, and choose it well, for who will win; only time will tell.
And all three previous Pocket Battles titles will return to stores at the same time as this fourth Pocket Battles game arrives!
Many beautiful trees will soon grow in your home, for Arboretum will be coming your way this spring.
Under the trees, life is a breeze. Different colored trees will fill your arboretum and immerse you in a wonderful sense of freedom. Making the most beautiful arboretum is not an easy task and much planning is necessary in order to create wondrous paths. Which species of tree will you choose as your staple? Lilac, Willow or maybe Maple? Manage your hand wisely to keep your trails pleasing. Correctly dispose your tree cards and your arboretum will be gleaming!
In this strategy card game, players utilize mechanics like set collection, hand management, and tile-laying to create gorgeous gardens.
Each jumbo 1” cube has 6 images or icons, with a total of 54 all-different hand-inlaid images that can be mixed in over 10 million ways. You roll all 9 cubes to generate 9 random images and then use these to invent a story that starts with “Once upon time…” and uses all 9 elements as part of your narrative.
Play it as a game for one or more players, or as a party game for three or more. Or play it as an improv game where each player contributes part of the story, picking up where the last one left off. Win award points for speedy delivery, inventiveness, imagination, drama and humor.
Full instructions include several other ways to use the cubes to solve problems, break up writer’s block, enhance your imagination and heighten your ability to find unifying themes among the diverse images. Interpret or get at the meanings of your answers more quickly. Let your imagination roll wild! Tell some really big stories!
This special edition features jumbo versions of the original best-selling Rory’s Story Cubes. Perfect for classrooms, large groups, or for anyone who wants a larger set of cubes. Let the images spark your imaginiation and you’ll be guaranteed a grand time!
- 1+ players
- Ages 8+
- 15 minute play time
- 9 jumbo story cubes