Asmodee has announced their October and November game releases. Many of these games were made available or announced at Gen Con and/or Origins. But are only hitting the retail channel now. Read the press release below.
Internal unrest brews among the court of the Abyss. The warlike Crabs bring chaos against the wise mages of the Jellyfish while the merchant Shellfish wage trade wars against the insidious Squid politicians. Can you recruit the allies you need to master the lords of the Abyss? Venture to Abyss, where players must battle monsters, recruit allies, and sway the great lords of the deep. The right hand of ally cards will let you control the lords who will help you seize the kingdoms of the Abyss. Be careful of your foes, though, because treachery abounds in the lands under the sea!
Abyss is a game of development, combination and collection in which players try to take control of strategic locations in an underwater city. To achieve this, players must develop on three levels: first by collecting allies, then using them to recruit Lords of the Abyss, who will then grant access to different parts of the city. Players acquire cards through a draft of sorts, and the Lords of the Abyss acquired on those cards grant special powers to the cardholder but once you use the cards to acquire a location, that power is shut off, so players need to time their land grabs well in order to put themselves in the best position for when the game ends.
In Dixit, each round one player takes on the role of Storyteller, choosing one card from his hand, then telling a story, singing a ditty, or otherwise doing something that in his opinion is associated with the played card. Each other player then chooses one card in her own hand and gives it to the Storyteller in secret. These cards are shuffled and revealed, then players vote on which card was played by the Storyteller. If either no one or everyone votes for the Storyteller, then he receives no points; if he received some votes but not all of the votes, he scores based on the number of votes received. Each player who submitted a correct vote or who received a vote on her card submission also scores. After a certain number of rounds, the player with the most points wins.
Dixit: Daydreams is an expansion for Dixit that contains 84 new cards beautifully illustrated by Frank Dion.
- 3-6 players
- Ages 8+
- 30 minute play time
Timeline: Americana and American History
From the first Stetson hat to the unveiling of the first iPad, America’s history and its popular culture have gone hand in hand. See if you can remember when the Red Sox traded Babe Ruth, or when Lindbergh crossed the Atlantic. American popular history was never so much fun!
Timeline: Americana takes the players through a historical tour of the popular history of the country. Each player has a hand of cards, and they take turns placing those cards correctly into the growing timeline. Guess correctly to get rid of all of your cards and win the game!
15 minute play time
- 110 double-sided cards
Which happened first, the Salem Witch Trials or the foundation of Harvard College? Was Watergate before Woodstock? Sure, it’s easy to know whether the discovery of America came before the Deepwater Horizon oil spill, but how well can you remember everything that happened in between?
In Timeline: America History, players have hands of cards and take turns attempting to place the cards correctly into the growing timeline. Easy at first, but rapidly growing more difficult, Timeline: America History will test your knowledge and help you learn the history of the nation.
15 minute play time
- 110 double-sided cards
Lords of Xidit
The Black Southern Host has arisen, corrupting the hearts of the indigenous creatures. Afflicted by a mysterious sickness, they are attacking human cities. The last remaining hope for restoring peace to Xidit lies with the Kingdom’s noble heirs, the Idrakys. As one of them, you must roam the Kingdom recruiting brave soldiers and reclaiming threatened cities. Your bravery will not go unrewarded: accumulate wealth, send bards to sing your praises, and build Sorcerers’ Guilds!
Lords of Xidit features simultaneous programming and an elimination-based scoring system that leaves no room for complacency! In more detail, at the end of the game players compare their influence in one category and the player with the least influence is eliminated and his pieces removed from the board; players then compare influence in another category, with a player again being removed. The order of elimination is randomly determined at the start of play, forcing you to thinking in different ways each game.
Prepare to ride out, Idrakys, and forge your legend!
- 3-5 Players
90 Minute Play Time
- 75 figurines
- 75 guild stories
- 60 sovereigns
- 100 bard tokens
The mythical realm of Hyperborea was ruled by an ancient civilization that used magical crystals as their main source of energy. With time, the Hyperboreans became greedy, and their search for power in the deep made the crystals unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans just dug deeper, and only a few wise mages, foreseeing the inevitable, built an unbreakable magical barrier. When the unharnessed magical energy was unleashed from the deep, the Hyperborean civilization was destroyed in a single day, only the magical barrier preventing the disappearance of life from the whole land.
Over centuries, six rival realms were born from the ashes of the Hyperborean civilization: the militarist Red Duchy; the Emerald Kingdom and its death-delivering archers; the Purple Matriarchy fanatically worshipping the goddess of life; the skilled diplomats and merchants of the Golden Barony; the Coral Throne with its efficiently organized society and finally the secluded and enigmatic Celestial Reign.
The fragile peace between the different realms was not intended to last. One day, the magical barrier suddenly collapsed. A whole new land stood in front of the six kingdoms, still haunted by the old Hyperboreans turned into harmless but ominous ghosts, full of ruins to discover and cities to explore. Each realm is now sending its best warriors and explorers to Hyperborea in order to achieve dominance over their rivals, but which will prevail? Brutal strength or deep understanding of science? The discovery of valuable artifacts in the lost ruins or the retaking of long, lost cities? Only you, as the leader of one of the factions, can lead your people to the ultimate dominance over Hyperborea!
Set in a mythical land of the same name, Hyperborea is a light civilization game for 2 to 6 players that takes 20-25 minutes per player. The game begins at the time when the magic barrier protecting access to the mythical continent of Hyperborea suddenly falls.
Each player takes the role of the leader of a small kingdom situated just outside the now open to be conquered and explored land. Her kingdom has limited knowledge of housing, trade, movement, warfare, research, and growth, but new and exciting powers are hidden in Hyperborea. During the game, this kingdom will grow in numbers and raise armies, extend its territory, explore and conquer, learn new technologies, etc…
The game’s main mechanism, which can be described as “bag-building”, involves you building a pool of “civilicubes”. Each cube represents specializations for your kingdom: war, trade, movement, building, knowledge, growth. Grey cubes represent corruption and waste, and players will acquire them by developing new technologies. Power corrupts by its own definition, and the more complex a society becomes, the more waste it generates. Each turn, players draw three random cubes from their bags, then use them to activate knowledge (technologies) they own. But be careful, with great power also comes great responsibility.
20 minute play time
- 1 Market board
- 4 indicator tokens
- 4 Dice
- 60 Bank Investment tokens
- 39 erasable company tiles
- 7 erasable “x 2 income” company tiles
- Roughly 200 bills
- 1 Timer
- 5 erasable markers
- 1 rule booklet
On the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom, New Mexico, with forty-seven passengers on board. After a few minutes, gunfire and hurrying footsteps on the roof can be heard. Heavily armed bandits have come to rob honest citizens of their wallets and jewels. Will they succeed in stealing the suitcase holding the Nice Valley Coal Company’s weekly pay, despite it having been placed under the supervision of Marshal Samuel Ford? Will these bandits hinder one another more than the Marshal since only the richest one of them can come out on top?
In Colt Express, you play a bandit robbing a train at the same time as other bandits, and your goal is to become the richest outlaw of the Old West. The game consists of five rounds, and each round has two phases:
Phase 1: Schemin’- Each player plays 2-5 action cards on a common pile, with the cards being face up or face down depending on the type of the round. Instead of playing a card, a player can draw three cards from her deck.
Phase 2: Stealin’- The action cards are carried out in the order they were played, with a player’s best laid plans possibly not panning out due to mistakes and oversights!
The game takes place in a 3D train in which the bandits can move from one car to another, run on the roof, punch the other bandits, shoot them, rob the passengers, or draw the Marshal out of position. The train has as many cars as the number of players, and each car is seeded with gems, bags of loot or suitcases at the start of play. Players will plan ahead and play cards to steal the most loot, shoot their opponents, move around the train and elude Marshal Ford. Will you be the richest bandit in the outlaw gang?
- 2-6 players
40 minute play time
- 6 Train Cars
- 1 Locomotive
- 10 terrain elements
- Assorted Loot tokens
- 17 Round Cards
- 1 Marshal pawn
- 13 Neutral Bullet cards
- 6 Character cards
- 6 Bandit pawns
- 60 Action cards
- 36 Bullet cards
Neuroshima Hex: Mississippi
In this army pack for Neuroshima Hex, the Mississippi army are ready to lay waste to their opponent’s headquarters with their toxic bombs. This faction also has a noticeable resistance to attacks and ability to bypass the enemy’s defense. However, the army’s disadvantages are a low number of Warriors, low mobility, low toughness, as well as a complete lack of armor. Pack contents include 35 army tiles, 5 wound markers, 2 HQ markers, 1 toxic bomb marker, and 5 venom markers.
Neuroshima Hex: Mephisto
In this army pack comes Mephisto. Mephisto is a giant worm, a unique synthesis of flesh and steel, which can be a serious threat to even well-armed forces. The contaminated crater, Mephisto’s territory, is a tempting shortcut route and a source of resources but it often becomes a graveyard for newcomers.
Neuroshima Hex: Sharrash
The main advantages of the Sharrash army are: mobility of HQ, the ability to blow up even the fastest enemy units and to paralyze the slower ones, and also bypassing enemy’s defense lines thanks to the mortars. Another advantage of the Sharrash is a difficult to eliminate Foundation Tile (Hole), which can easily thwart the enemy’s plans.
Boardgames That Tell Stories
A group of the finest boardgame designers answered Ignacy Trzewiczek’s invitation to take part in creating this 268 page book. They shared their anecdotes, tips and memories, making the book a unique trip over different designing styles, and a engaging guide through the world of boardgame creation. Featured guests include Bruno Cathala, Mike Selinker, Vlaada Chvatil, Antoine Bauza, and Michal Oracz.
Today, Mayfair Games announced that those very cool Limited Edition Promo Expansions will continue. If you have pre-ordered or obtained new board game in the game’s release month, then you might have been on the receiving end of this nifty bonus. Now, GTM and Mayfair have teamed up to include these promo expansions in the Game Trade Magazine.
Well, we are pleased to announce that we will be doing it again for the foreseeable future! In the months ahead, look to GTM to bring you promo-expansions for more than a dozen of our most popular titles. Gamer’s games like Asgard’s Chosen™, Lords of Vegas™, Steam™, Alchemist™, Global Mogul™, Urbania™ and Automobile™. But not just games for the dedicated gamer in your life. We will also be presenting new options for our classic family games such as Ablaze™, Downfall of Pompeii™, Road Rally USA™, Elk Fest™, Nuns on the Run™ and Bacchus’ Banquet™!
So look forward to the months ahead because now you will not only get the latest in gaming news and previews from GTM but your also going to get expansions for new and classic Mayfair Games covering our most popular titles along with brand new favorites that will become staples of your gaming shelf!
Spartacus: A Game of Blood and Treachery & The Serpents and The Wolf Expansion
Be sure to check out GF9’s Gen Con events for this game because some special goodies will be available:
Your Noble House vies for dominance through careful diplomacy, cunning intrigues, and gladiatorial combat. This game session is recommended for New Players. Each player who participates will receive a Legendary Champion of House Batiatus Dolor game card and the winner will receive an all new House Calavius Card making its debut at Gen Con!
Firefly: The Game & Pirates and Bounty Hunter Expansion
Their Firefly events will have some bonus goodies as well:
Find a Crew, Find a Job, Keep Flying. Aim to Misbehave as you captain your Firefly spaceship in the ‘Verse. This game session is recommended for New Players. This game will use an introductory Story Card for play and incorporate theBreakin’ Atmo game booster. Each player who participates will receive a Wash’s Lucky Dinosaurs game card and the winner will receive the Artful Dodger ship and ship card!
Sons of Anarchy: Men of Mayhem
Sons of Anarchy will be releasing at Gen Con and their events will provide bonus plastic pieces.
Making its Gen Con debut, GF9 newest game based on the hit FX series, Sons of Anarchy puts you at the head of an Outlaw Club. Sons of Anarchy: Men of Mayhem is a game of money, guns, and violent consequences. Will your Club control the town and reap the benefits, dodging the watchful eye of the law while settling old scores and stirring up bad blood with rival clubs? This game session is recommended for New Players. Each player who participates will receive a unique Club Grim Bastards Dice and the winner will receive a special set of Club Grim Bastards Members and Prospects plastic game pieces.
Call of Cthulhu LCG: “The Sleeper Below” Expansion
The Sleeper Below is the seventh deluxe expansion for Call of Cthulhu: The Card Game.
With its 165 cards (three copies each of fifty-five individual cards), The Sleeper Below explores the hidden cults and dormant evils that reside at the heart of H.P. Lovecraft’s fictional world. It also introduces players to those secretive societies that share pieces of information related to the Old Ones and the slumbering terror, Cthulhu.
Roughly two-thirds the cards in The Sleeper Below focus on the Cthulhu faction and its nefarious Cultists, immersing players into a world of frantic struggles against a host of countless evils, forever roiling just beneath the superficial veneer of mundane existence. You’ll also discover some of H.P. Lovecraft’s most nefarious and powerful evils, and a host of Explorers and other unique characters drawn straight from the pages of his classic short story, “The Call of Cthulhu.”
Android Netrunner LCG: “Up and Over” Data Pack
A lot of your standard Runner tricks don’t work on the moon. The Corps have the place locked down tight. Wave fields may fry your brain. Ice may change shape on you mid-run. Corps expand and contract their servers at will. It’s a tricky environment for any Runner to navigate, and the further you remain from your target, the more likely you’ll be caught off-guard.
With its sixty cards (three copies each of twenty different cards), Up and Over further develops the theme of lunar exploration that pervades the Lunar Cycle. In search of new means to bypass the Corporations’ ubiquitous defenses, the game’s Runners push further away from the center of Heinlein, out toward the Docklands, where illicit dealers supply anything to anyone… for the right price.
The Lord of the Rings LCG: “Celebrimbor’s Secret” Adventure Pack
The sixty new cards in Celebrimbor’s Secret introduce a new scenario, in which Middle-earth’s heroes must search through the ruins of Ost-in-Edhil, even as they are beset by a host of Mordor Orcs that have somehow made it to the ruins ahead of the heroes. But even as you stand against the Orcs, you’ll gain new strength from the Adventure Pack’s player cards, which lend greater strength to the Silvan and Noble traits, as well as the Doomed X mechanic. You’ll also be able to call upon a new hero, one who has closely guarded Celebrimbor’s secret for hundreds of years.
Warhammer 40,000: “Conquest” The Card Game
In Warhammer 40,000: Conquest, a two-player Living Card Game, you take the part of a warlord, leading your armies into battle against your opponent in a bid to claim glorious victory. Even as you lead your bravest warriors into battle, you must plan for the future, establishing a presence on planets before the tides of war consume them in blood and fire. You must conquer the Traxis sector by strength of arms for in the grim darkness of the far future, there is only war.
Warhammer 40,000: Conquest introduces seven distinct factions: Space Marines, Imperial Guard, Orks, Chaos, Dark Eldar, Eldar, and Tau. Each of these factions possesses a unique flavor and style of play, and an alignment wheel introduces the possibility of forming an alliance between two factions.
At the start of play, the Traxis sector lies open before you, with planets awaiting the tramp of armies on the road to war. Each round begins with you and your opponent preparing for battle. Planet cards are arranged in a row between the players at the beginning of the game, and the planet farthest to the left of the starting player is the first planet. Each round, you or your opponent will clash at the first planet, and the victor will capture the first planet.
Capturing planets is your ultimate goal. Some planets possess essential materials necessary for the armies of the 41st millennium. Others offer strategic advantages to those who hold them, while yet others are home to great technological wealth. Each of the planet cards possesses one or more symbols in the upper left hand corner, designating that planet’s assets. These symbols grant no abilities by themselves, but the first player to collect three planets sharing a common symbol dominates the sector and wins the game.
Your warlord grants powerful special abilities, determines your starting resources and hand size, and serves as a vital part of your army, so you’ll want to build your deck around your warlord to take full advantage of his strengths — and cover his weaknesses as defeating the opponent’s warlord is another way to victory.
Descent 2nd Edition: “Crusade of the Forgotten” Hero & Monster Collection
The cult of the Forgotten has risen once more, but Terrinoth’s finest have stepped forward to oppose it. You’ll find eager adventurers and deadly monster groups in Crusade of the Forgotten, the third Hero and Monster Collection expansion for Descent: Journeys in the Dark Second Edition. The thirteen heroes and monster figures within feature completely reworked artwork and figure sculpts, bringing them in line with the aesthetic of the second edition. In addition, Crusade of the Forgotten offers two brand-new quests, telling the tale of the heroes’ battle against the resurgent cult of the Forgotten.
Crusade of the Forgotten offers four noble heroes, ready to stand against the Forgotten as a light to the people of Terrinoth: Tahlia, Tetherys, Astarra, and Andira Runehand. These heroes are opposed by some of the overlord’s most evil monsters: golems, medusae, and sorcerers, all serving the cult of the Forgotten!
Crusade of the Forgotten contains:
Four heroes of Terrinoth, with detailed figures and character sheets
Three complete monster groups with monster cards
Two brand new quests: Crusade of the Forgotten and Shadowside Watch
Talisman: “The Woodland” Expansion
The unearthly Woodland is the home of the fae, and beneath its watchful boughs, you’ll uncover treasures and threats beyond your wildest dreams. You’ll find new Alternative Endings as five new characters join the quest for the Crown of Command, but will your path through the Woodland lead you to your destiny, or does your fate hold something far different in store?
Journey to the realm of the fae in The Woodland, an expansion for Talisman Revised 4th Edition! In this new expansion, you can walk your own path through the Woodland corner board, encountering strange new creatures, events, and dangers. At the end of your path, a meeting with destiny awaits, transforming your character’s future and developing your story further.
Even more waits beneath the boughs of the Woodland, however. Redesigned rules for fate tokens allow you to either help yourself or interfere with others, and your fate will shape many of your interactions within the groves and glades of the Woodland. Prepare yourself for a world different than anything yet seen in Talisman and enter the Woodland!
Star Wars Edge of the Empire RPG: “Far Horizons” Sourcebook
Fantasy Flight Games is proud to announce Far Horizons, a sourcebook for Colonists making their living at the galaxy’s fringes in Star Wars®: Edge of the Empire™. Far Horizons offers new options for Colonists, along with new gear, spaceships, and species that all players (and GMs) will find useful.
Cosmic Encounter: “Cosmic Dominion” Expansion
The fifth expansion set for the Fantasy Flight Games version of Cosmic Encounter, Cosmic Dominion has the unique distinction of having been designed and developed by the fan base of Cosmic Encounter, comprising nearly two years of collaboration on both Facebook and BGG.
Cosmic Dominion will add more than two dozen new aliens to the FFG canon. These will include a few favorite classics from the good old days, with a large number of new alien powers contributed by a wide variety of fan designers.
Finally, the set is expected to include a brand-new Reward Deck that can stand alone or be mixed with the one in Cosmic Incursion, but that is composed almost entirely of new cards, many with interesting twists on standard ones.