Board Games

New Games 5/22/13

May 22, 2013

We’ve been telling you about it recently – F1 is making a comeback in stores: Formula Dé is dead, long live Formula D! Get ready to push your engine to its limit, to hug the curves in the tight corners, but also to keep up with your opponents to take advantage of the air flow and pass them to win… Taking risks and planning ahead are two qualities you’ll need as a pilot if you want to stand on the highest step of the podium!

Formula D is also the excitement of illegal racing in the streets of big cities – anything goes: custom cars, nitro acceleration, drifting in the curves, dirty tricks… The game mechanics stay the same, but use specific rules, cars and tracks.

You will also discover, in this new edition of Formula D, elements unseen up to now, such as painted race cars, dashboards, pilot profiles, and tracks… Very soon we’ll unveil the new, high-tech elements which have been created in our ultra-secret lab.

Formula D: Circuits 4 – Baltimore & India is an expansion board for the Formula D board game with two new tracks on a double-sided game board.

Designed to be one of the fastest circuits of the championship, the Formula 1 circuit of Buddh, India stretches over three miles. Beware of your opponents as the circuit has improved overtaking possibilities, adding interesting twists and turns to the game! And if you’ve got nerves of steel, you’ll need them as you push the pedal to the metal on the Baltimore street racing circuit. Have fun managing your timing between braking and pushing your car to its limits so you can take-off like a rocket as you come out of corners!

 

Expansion Tracks for Formula D:

1. Sebring, Florida
2. Chicago, Illinois

Stretching over almost 6 kilometers, the Sebring track in Florida alternates between straight stretches, quick curves and slow, technical turns. Plotted over a former military training camp turned into an airfield, this track has been a staple in North America since the 1930’s. Each year, the 12 hours of Sebring take place there: an endurance race whose slightly uneven course gives drivers the chance to test the resilience of their vehicle in the hot and dry (when is it not humid?) Florida weather.

The second track of this expansion offers street racing fans the chance to drive wildly in the streets of Chicago – in the East Park area, to be precise. This track offers an urban terrain which alternates between curves and straight lines. This mad race in the heart of city traffic will give drivers a chance to drive along the impressive Aon Center, one of the tallest skyscrapers of the city, to cross the Lake Shore East Park and its three tightly woven lanes (be careful about collisions!), and then rush along the inner port before finally crossing two vertigo-inducing bridges.

Expansion Tracks for Formula D:

1. Hockenheim, Germany
2. Valencia, Spain

Discover the splendid circuit of Hockenheim surrounded by forests and the urban circuit of Valence, close cousin of the circuit of Monaco.

Gravitational and modern, the German circuit of Hockenheim was rebuilt with many recoveries before acquiring its single layout supporting the goings beyond. Hockenheim is without question the circuit of the races with large spectacle!

Extending on more than five kilometers, the urban circuit of Valence in Spain is for its part equipped with an exceptional track curving through the ports and the infrastructures of the Cut of America

Expansion Tracks for Formula D

From the publisher:

1. Singapore — this track is a one-of-a-kind nigh-time street race, with a mix of fast turns and slow chicanes that will test your nerve and push your skills to the limit!

2. The Docks — this fantasy track has 3 routes around which one may race. Each route has its own dangers (this track was the winner of the ASM’s track design contest).

From the Publisher:

Are you a fan of Formula D? One of the most renown racing games is about to improve again with the addition of two new circuits in the third extension.

Discover the urban circuit of Singapore by night. It is characterized by tight turns and a new aspect of racing: illumination. A challenge which requires technical virtuosity and maximum adaptability!

The aficionados of street racing will be able to discover a high-risk track on an industrial dock with first light of dawn. A subtle mixture of improvised obstacles and roads for a mortal playing field!

In Quarriors! Quartifacts – the fourth expansion set for the Quarriors! dice-building game – all of Quaxos’ magical items have gone missing and you, mighty Quarrior that you are, must take it upon yourself (with the help of your trusted Squire) to find them!

Quest cards are available in the Wilds for you to send your Creatures to capture the all-new LARGER Quest dice that wield unimaginable power. (No, seriously, we have no idea what these things do.) Quarriors! Quartifacts includes five new Creatures and two new Spells, in addition to a new Basic card (the Squire), twelve Quest cards, and six Quest dice.

Batman: Arkham City Escape is a two-player game that pits Batman against all of his greatest foes – from The Joker and Harley Quinn to Poison Ivy and The Riddler – as they try to escape Arkham City!

In this game, one player represents Batman, and the other player has command of twenty members of Batman’s rogues gallery, with each villain having abilities exclusive to that character. When Batman and a villain occupy the same space on the board, epic battles ensue as Batman utilizes his Utility Belt and Combat cards and risks retaliation from each villain. The player controlling the Arkham inmates earns victory points by helping the villains escape Arkham, while the Batman player gains points by apprehending his rivals before they make it out of the city, as well as by saving iconic allies by utilizing special gadgets from his utility belt. The first player to earn ten victory points wins!

 

New Games, 4/11/13

April 11, 2013

As the name suggests, 7 Wonders: Wonder Pack includes new wonders for use with the 7 Wonders base game, with the wonders in question being:

  • The Great Wall of China, with the owner being able to build the stages of this wonder in any order (since the wall is, of course, a long horizontal wonder and not a primarily vertical one)
  • Stonehenge, with the amount of stone you have being important during its construction
  • Abu Simbel, in which leaders can be buried and mummified for bonus points
  • Manneken Pis, which is a revised version of the 7 Wonders: Manneken Pis wonder first released as a promotional item at Spiel 2010

Behind the façade of the great Gotham City lies an active underworld of criminal activity. In Batman: Gotham City Strategy Game, you’ll play as one of Gotham City’s greatest villains – The Joker, The Penguin, Killer Croc, or Two-Face — and lead your gang of henchmen to try to become the King of Crime in Gotham City! But beware, as your hold on the city increases, so does the chance of your plans being foiled by Gotham’s protector – Batman!

During the game, players collect resources of information, money and threat; threat is used to exert your rule over blocks in Gotham City, and control of blocks allows you to collect income on these blocks of either information or money. Money is used for leveling and to hire henchmen who will help you rule city blocks and fight better against other villains and Batman. Information is used for leveling and moving your villain and henchmen through the city blocks. Leveling works as follows: Each villain has a combat dial with ten levels. Each click of the dial shows a requirement that you will need to advance to the next level: information, money, henchmen, or blocks controlled. The first player to reach level 10 with his villain wins. On every even number level, players will acquire special abilities unique to their villain.

Each turn a player will play a Criminal Plot card which will either produce an income for the ruler of a certain block or trigger the Bat Signal, which calls in Batman! When Batman moves into a block with a Villain, a fight occurs using the two custom Batman dice included with the game. If Batman wins, the villain and his henchmen must flee to their hideout and Batman restores order in that block of Gotham City; if the villain wins, they have defeated Batman (for the time being) and Batman returns to the Batcave, increasing his combat effectiveness as he plans for the next encounter.

In The Cave, a board game from K2 author Adam Kałuża, players take on the role of a speleologist team tasked with exploring a newly discovered cave. Players start from a base and explore a cave, tunnel after tunnel, effectively building the board (the cave). They have to overcome steep descents, underground lakes, and tight squeezes. They will be given a chance to admire the wonders of the underground, like halls full of stalactites. To make it all possible they must take the right supplies with them, like ropes, oxygen and batteries.

Each turn players have five action points to use for moving, discovering new cave tiles, exploring them, and packing their backpacks when they go back to the starting base. They need ropes for descents, oxygen to explore underwater parts, and a camera to photograph underground wonders. Planning what to take with them is one of the most important things in the game. Each turn that their pawn is not in the starting base, players must use (i.e., throw out) one basic supply from their backpack; these costs, along with the expenditure of other supplies during exploration, forces them to return to the starting base a few times during the game. To keep them from having to carry everything, though, players can raise a camp somewhere in the tunnels where they can store some of the equipment.

The cave differs every game, so players have to be prepared for everything or they will lose time. Players earn points for exploring different tiles: underwater, wondrous, descents, and so on – but to win they’ll need to acquire bonus prizes for exploring the most tiles of each type. This make decision-making during trips very difficult.

When the cave is fully explored, the player who made the biggest effort in the most spectacular way wins the game.

Cavemen: The Quest for Fire is a card-drafting game in which players take the role of tribal leaders. The tribes compete for opportunities to hunt dinosaurs, recruit tribesmen, and discover new technologies, vying to be the first with enough knowledge and prestige to invent fire and usher in the age of modern humanity!

You have two resources to manage: Food and Teeth. You must spend Food each turn in order to keep your Tribe from starving. Teeth indicate prestige among the tribes. Use Teeth to bid for the conch and to acquire Cavemen and Caves.

Each turn, cards are drawn from the deck to fill a common Card Pool. Players take actions based on what is available in the pool. For example, if a Beast is drawn into the Card Pool, you can hunt it for Food and claim its Teeth as a sign of your bravery.

If you hold the conch during the Action Phase, you benefit by taking your Action first and taking a second Action after everyone else has gone once. Players can bid Teeth to take control of the Conch from another player. This can be important to get the first pick of the cards in the Card Pool.

The game features 21 different inventions that allow players to evolve diverse strategies, capitalizing on their tribe’s individual strengths. There are challenging decisions every turn as players must evaluate what resources are available, guess what their opponents will do, and weigh the amount of risk they’re willing to take.

The world you know no longer exists. There is no government. No army. No civilization. The United States have collapsed. And now, thirty years after the war started, new powers finally try to take control over the ruined country, try to establish a new order, try to control others and create a new country, a new State: the 51st State.

51st State is a card game in which players control one of the four powers (mutants, traders, New Yorkers and Appalachians) and try to build their very own new country. Players put new locations into the game, they hire leaders, and send people to work in buildings to gain resources and new skills.

Every card in 51st State can be put into play in three different ways. You can invade a location to gain many resources once, or you can sign a contract with this location to gain one resource every turn, or you can attach the location to your State so you can use its skill. One card, three possibilities. Lots of decisions and choices that matter.

We also got 51st State: Winter and New Era in.

The Sea Creatures around the sinking island of Atlantis have always been dangerous… but now these behemoths can move faster and dive across the seas to attack Swimmers and Boats!

However, friendly Dolphins now can be found in these waters as well! The Dolphins are there to protect your Swimmers, but will they be enough to keep you safe as you try to Survive!

“Survive: Dolphins and Dive Dice“ mini-expansion is compatible with “Survive: The Giant Squid” and “Survive: 5-6 Player” mini-expansions, each sold separately.

NOTE: The red Creature Die is not used with this mini-expansion, but rather is a small gift to those who preferred the engraved red Die from the original blue box edition. Enjoy!

Finally, we also got in all of the expansions for Mansions of Madness! There are a lot of them, so I’m not going to explain them all, because that would take a lot of space.

Ascension Rise of Vigil, New 4/3/13

April 3, 2013

Ascension: Rise of Vigil is a deck-building game in which players acquire cards from a central pool, then place those cards in their discard pile to be shuffled into their deck for later use; creatures also show up in that shared card pool, and players can combat them to earn victory points (VPs) and possibly other benefits, such as the ability to remove less useful cards from their deck or to banish cards from the pool that others might find useful. The game ends once all the available VPs have been claimed or the shared deck of cards runs out.

Ascension: Rise of Vigil, part of the Ascension deck-building game series, is both a standalone game for 2-4 players and an expansion that can be combined with any other Ascension game to support up to six players.

Rise of Vigil introduces treasure cards to the game system, with all treasure cards in this set being “Energy Shard”. When a treasure card is drawn from the shared deck, you place it in the empty space in the shared pool, then continue to draw until you reveal a hero, monster or construct to cover the treasure. When you acquire or defeat that top card, you also gain the treasure, which is added to your deck like hero and construct cards. When you play a treasure from your hand, you immediately draw another card from your deck; more importantly, you can use the energy on these cards to activate special powers on certain heroes, constructs and monsters. (Non-treasure cards can also provide energy, but they are usually worth VPs whereas treasure is worthless aside from the energy.) Energy available on a turn can be “spent” more than once, so if you have, say, two energy, then you can power up all cards with an Energize cost of two or less.

New/Back in Stock 3/1/13

March 1, 2013

Zombie Dice is finally back in stock!

Eat brains. Don’t get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fast and easy for any zombie fan to learn, even non-gamers. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

Welcome to the Tasty Minstrel universe! Put your Elves, Dwarves and Gnomes to work in the Village and Guilds of Belfort to collect resources and build up the city!

Elves collect wood from the forest while Dwarves collect stone from the quarry. An Elf and a Dwarf together can collect Metal from the mines, and either one can collect Gold. Build buildings in the five districts of the pentagonal city and hire Gnomes to run them to gain their special abilities.

Belfort is a worker placement game with area majority scoring in each district as well as for each type of worker. Buildings give you influence in the districts as well as income, but taxes increase based on your score so the winning players will have to pay more than those behind! Manage your resources and gold well, choose your buildings wisely, and help build the city of Belfort!

New and Restocked Games 2/13/13

February 13, 2013

Munchkin Apocalypse is a core set in the Munchkin series with an end of the world theme that includes natural disasters, zombie takeovers, Armageddon, alien invasions, nuclear war, etc. And while this is still a standard Munchkin game where you try to level up by killing the monsters, stealing the treasure, and stabbing your buddy, there’s a new “Seal” mechanic that significantly changes the gameplay.

Seals are a reference to the biblical seals of the Apocalypse. They can be opened and closed, although it’s typically more difficult to close them. Once seven Seals are open, the game ends immediately, and the player with the highest combat strength (excluding levels) is the winner. The Seal mechanic adds a sense of impending doom to the game, meant to mimic the sense of impending doom for a real apocalypse. It also tends to create situations where the group works together to close a Seal in order to prevent a player from winning via the Seal mechanic. So there is more teamwork than in a regular Munchkin game.

The balance of the deck is also different than the other Munchkin sets. There are a lot more Disaster cards, which are equivalent to traps and curses, so bad things tend to occur more frequently. Also, there are more monsters, especially high-level monsters. To offset this, however, there are more item enhancers and high-bonus items. It’s been stated in the Munchkin forums that Munchkin Apocalypse is harder to play and is intended more for seasoned Munchkin veterans.

It is the future, and beneath the flickering glow of the sprawling New Angeles skyline, immense corporations seek every advantage in the burgeoning field of synthetic humanoid technology. On the brink of a revolutionary innovation, CyberSolutions Inc. is poised to become the next global powerhouse, threatening the profits of well-established conglomerates Haas-Bioroid and Jinteki – but unfortunately for CyberSolutions, security at their New Angeles branch has just been compromised.

Set in the dystopian future of Android, Infiltration is a tense card game of futuristic larceny in which two to six players take the roles of thieves, competing to steal valuable secrets from a highly secured corporate facility.

The most vital information lies deep within the complex, but each step inward takes you farther from escape. Worse yet, corporate mercenaries are closing in! How long will you push your luck as you avoid security patrols, surpass rival thieves, and try to download the most data before the building is locked down?

Seasons is a game of cards and dice which takes place in two phases:

The first phase consists of a draft: the goal during this phase will be to establish a strategy for the rest of the game with 9 cards that can be selected (Each card has a specific effect and earns victory points).

Once the draft is complete, each player must separate his 9 cards into 3 packs of 3 cards. He will begin the second phase of the game with his first pack of three cards, then gradually as the game progresses, he will receive the other two packets of three cards.

Next comes the second phase of play: at the beginning of each round a player will roll the seasons dice (dice = number of players +1).

These cubes offer a variety of actions to the players:

- Increase your invocation (maximum number of cards you may have placed on table)
- Harvesting energy (water, earth, fire, air) to pay the cost of invocation maps
- Crystallization energy (during the current season) to collect crystals. These serve both as a resource to rely on some cards, but also many victory points in the endgame.
- Draw new cards

Each player can choose only one die per turn. The first player will choose among those launched, then the following among those remaining and so on. At each turn, the dice indicate how many remaining cells (1, 2 or 3 boxes) the marker of the seasons ahead.

In addition, all the dice are different depending on the season. For example, there are not the same energies to a particular season. Throughout the game, players will therefore have to adapt to these changes.

At the end of the game, we add the points of victory on the cards, given the number of crystals possessed. The player with the most victory points wins.

Evil Baby Orphanage is a communal deck party card game for three or more players. Each player takes on the role of a Time Nanny using advanced time out technology to rid the time stream of the world’s worst villains and “prehabilitate” them to be accountants, or ballerinas, or something.

The game consists of two decks; the baby deck and the nanny deck. During your turn play nanny cards from your hand to “adopt” babies from your friends, keep your babies in check, and make your opponent’s babies go nuts. Then each of your babies takes its “unsupervised actions” unless you can calm them down with toys or nap time. Finally, adopt an evil baby from the time stream (three face up babies from the baby deck), draw more nanny cards, and end your turn.

Start your turn with ten mischief and win the game, but be careful, containing the world’s most mischievous babies isn’t easy! Keep your babies from burning down your orphanage as you try to keep the Unabomber away from the arts and crafts table, Kim Jong Il away from the toy rocket ship, and Caligula away from everyone…

In Panic on Wall Street you take on the role of a freewheeling capitalist out to outmaneuver your competitors and earn your place as a great industrialist. Players are divided into landlords and merchants. Your goal is to earn more money than any other landlord (if you are a landlord) or more money than any other merchant (if you are a merchant) by the end of the fifth round. Each round landlords and merchants negotiate with each other in a two minute free-for-all to set rent agreements on the landlords’ properties. Merchants then collect income from the properties they rented but not until a roll of the dice has brought changes to the value of the four colors of properties. Landlords collect rent from merchants, pay taxes on their properties, and buy new properties at auction.

Race for the Galaxy is also back in stock!

New Games 1/23/13

January 23, 2013

Cool stuff this week!

Legendary: A Marvel Deck Building Game is set in the Marvel Comics universe. To set up the game, players choose a number of hero decks – Spider-Man, Hulk, Cyclops, Wolverine, etc. – and shuffle them together; since players use only a handful of hero decks out of the fifteen included, the hero deck can vary widely in terms of what’s available. Players then choose a mastermind villain (Magneto, Loki, Dr. Doom, etc.), stack that particular villain’s attack cards underneath it, then modify the villain deck as needed based on that villain’s particular scheme.

Over the course of the game, players will recruit powerful hero cards to add to their deck in order to build a stronger and more resourceful deck. Players need to build both their recruitment powers (to enlist more heroes) and their fighting ability (to combat the villains who keep popping up to cause trouble). Players recruit heroes from an array of six cards, with empty slots refilled as needed. At the start of a player’s turn, he reveals a villain and adds it to the row of villains. This row has a limited number of spaces, and if it fills up, the earliest villain to arrive escapes, possibly punishing the heroes in some way. Some villains also take an action when showing up for the first time, such as kidnapping an innocent bystander. The villain deck also contains “master strike” cards, and whenever one of these shows up, the mastermind villain (controlled by the game) takes a bonus action.

As players fight and defeat villains, they collect those cards, which will be worth points at game’s end. Players can also fight the mastermind; if a player has enough fighting power, he claims one of the attack cards beneath the mastermind, which has a particular effect on the game. If all of these cards are claimed, the game ends and players tally their points to see who wins. If the mastermind completes his scheme, however – having a certain number of villains escape, for example, or imposing a certain number of wounds on the heroes – then the players all lose.

The cards in Android: Netrunner – Trace Amount – the second Data Pack in the “Genesis Cycle”, with sixty cards (three copies each of twenty different cards) – enable players to dabble with bold new deck configurations, even as they reinforce the core mechanisms and personalities of the game’s seven factions. Runners gain new events while corporate executives look to fund new operations. Players will also find new hardware, resources, icebreakers, ice, agendas, assets, and upgrades. Trace Amount is a perfect Data Pack for fans of bluffing as its many events and operations open new surprises and synergies, and prove in more than one way that a card in the hand is worth two or more actions on the table. And as one might expect, in a Data Pack all about bluffing and surprises, Jinteki features prominently, gaining a new identity.

New Games 01/02/2013

January 2, 2013

First new games post of 2013! We have the long-anticipated Village in, along with the Descent Expansion and several Axis & Allies. Read on for more details.

Life in the village is hard – but life here also allows the inhabitants to grow and prosper as they please. One villager might want to become a friar. Another might feel ambitious and strive for a career in public office. A third one might want to seek his luck in distant lands.

Each player will take the reins of a family and have them find fame and glory in many different ways. There is one thing you must not forget, however: Time will not stop for anyone and with time people will vanish. Those who will find themselves immortalized in the village chronicles will bring honor to their family and be one step closer to victory.

Village is a game full of tactical challenges. A smart and unique new action mechanism is responsible for keeping turns short and yet still tactically rich and full of difficult decisions. Also unique is the way this game deals with the delicate subject of death; as a natural and perpetual part of life in the village, thoughts of death will keep you focused on smart time-management.

Descent: Journeys in the Dark (Second Edition) – Lair of the Wyrm introduces five new quests that can be played individually or used to supplement a larger campaign. With inventive objectives like rescuing survivors from a burning inn and protecting valuable ore from a greedy ettin, the Quest Guide in Lair of the Wyrm delivers fresh new challenges to your adventures.

What’s more, Lair of the Wyrm brings two new heroes to the fight against the forces of evil. Reynhart the Worthy is a fearless warrior whose prowess in combat means he rarely makes mistakes. He can reroll misses once per attack, helping to ensure that every strike is righteous and true. Meanwhile, High Mage Quellen is a master of body and mind, and is able to quickly recover from exertions that would devastate lesser men. Quellen has developed the ability to feed off the fatigue of those around him, gaining strength where his fellows fail.

But even as the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. In addition to the Wyrm Queen herself, a fearsome Dragon Lord lieutenant seemingly formed from solidified flame, the Overlord gains two new monsters: mischievous and destructive Fire Imps, and flying Hybrid Sentinels…half-dragon monstrosities with a cruel penchant for preying on the weak. The Overlord’s new advantages are not limited to his minions, however. His new available class, Punisher, specializes in making heroes pay for every inch they advance. With abilities like Trading Pains and Exploit Weakness, the Punisher class will make the hero players flinch with fear every time something seems to go their way.

Spring 1942 – the World is at War!

Five world powers struggle for supremacy: Germany and Japan are aligned against the United Kingdom, the Soviet Union, and the United States. You control the military and economic destiny of one of these countries in the titanic struggle that will decide the fate of the world. You will need the perseverance of Montgomery, the daring of Rommel, the courage of Patton, the timing of Yamamoto, and the steadfastness of Zhukov!

Axis & Allies celebrates its 25th anniversary in August 2009 with a new and updated edition of its original classic game. Axis & Allies 1942, designed and developed by Larry Harris, will utilize the updated rules established in Axis & Allies Anniversary Edition. Cruiser class ships will make their debut in Axis & Allies 1942, forever changing the naval line-up. Newly sculpted playing pieces and all new packaging will position this game as the cornerstone of the Axis & Allies game line for years to come. Decide the fate of a nation in a few short hours!

Axis & Allies 1942 details:

  • Rulebook updated by Larry Harris, creator of the Axis & Allies game system.
  • Packaging, play components, and game board map feature updated art.
  • 370 game pieces featuring refreshed sculpts plus new models for cruisers.
  • Updated naval unit rules as debuted in Axis & Allies Anniversary Edition

Axis & Allies Europe 1940, a deluxe edition of Axis & Allies: Europe, includes neutral countries which can be invaded. There are true neutrals as well as pro-axis and pro-allied neutrals. Mechanized infantry and tactical bombers are included. Mechanized infantry is represented by half-tracks. France (blue) and Italy (brown) have national tokens and dedicated units of their own. The board measures 35 inches wide by 32 inches high (89 x 81 cm).

This game is designed to be joined with Axis & Allies Pacific 1940 to create a six-player game on a map measuring 70 inches wide by 32 inches high (178 x 81 cm). This variant of the game is described in the Europe 1940 manual as Axis & Allies Global 1940.

Axis & Allies celebrates 25 years of strategy war gaming with a deluxe edition of its original theater-level game. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, represent a new playable ally. China fields more forces than ever before, but will need help from their allies — the United States and England — to withstand the might of expansionist Imperial Japan.

Axis & Allies Pacific 1940 features an oversized board that measures 35 inches wide by 32 inches high (89 x 81 cm). With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.

Finally, this deluxe theater-level game is designed to join together with Axis & Allies Europe 1940 to create the greatest Axis & Allies experience to date! When joined, these boards will measure 5 feet wide by 32 inches high (178 x 81 cm). Both games have been designed to play alone or together to offer a 2-6 player global 1940 scenario, complete with separate set up and national objectives.

1941: THE WORLD IS AT WAR!

Quick and Convenient: Axis & Allies 1941 is designed to be set up and played more quickly than any previous A&A game. In essence, this is a simplified A&A experience that will introduce players to the A&A mechanics and play style. Play time runs between 1.5 to 2 hours.

Familiar Mechanics: This game utilizes the A&A game mechanics present in A&A 1942 2nd Edition, as designed by Larry Harris (the creator of the original game).

New Units: A key feature for enfranchised players is an entirely new set of unit sculpts. There are 16 all-new designs such as the P-40 Warhawk, Tiger Tank, AVRO Lancaster, FW-190, IS-2 tank, HMS Hood, He-111, and the Akagi Aircraft Carrier. These playing pieces can be used in any other A&A game, and will be desirable to players who seek to expand their A&A collections.

Game Overview

Five major powers struggle for supremacy. Germany and Japan are aligned against the great alliance of the United Kingdom, the Soviet Union, and the United States.

Designed for 2–5 players, the game is set in 1941: The Axis has great momentum and is expanding its conquests in both Europe and Asia.

Controlling one of the Axis or Allied powers, you will command both your country’s military forces and its war-time economy. Show that you are a brilliant military strategist by planning your attacks, marshaling your forces into embattled territories, and resolving the conflicts.Victory goes to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours!

Board Game Demonstrations

December 14, 2012

Tomorrow, Saturday, December 15th, we have two masters coming in to teach!

Justin Chavez, Wingman for Eagle/Griffon Games, will be demonstrating some fun and easy games from their lines. He can also show you some of the more in-depth strategy games as well.

Brock Poulson will also be coming in to teach Summoner Wars, for those of you who want to learn to play.

It’s a free event, and it’s a great way to get great last-minute ideas and also to de-stress from all the crazy crowd-fighting.

Date: Saturday, December 15, 2012
Time: 2:00 pm
Cost: FREE

New/Restocked Games 12/13/12

December 13, 2012

Set in the vast wilderness of Africa at the height of its exploration by intrepid explorers, missionaries and adventurers, Ticket to Ride Map Collection: Volume 3 – The Heart of Africa, a single-sided expansion map for Ticket to Ride or Ticket to Ride: Europe, focuses on the central and southern “heart” of the continent displayed in a vertical format.

This expansion introduces 45 new terrain cards, divided into three different terrain types. Each type is associated with different route colors: Desert/Savanna cards for yellow, orange and red routes; Jungle/Forest cards for green, blue and purple routes; and Mountain/Cliff cards for black, white and grey Routes. Players can draw terrain cards just like train cards and they may use these to double the value of the routes they claim, under certain conditions.

In Android: Netrunner – What Lies Ahead, the first Data Pack in the “Genesis Cycle”, its sixty cards (three copies each of twenty different cards) expand the base game, adding muscle and theme to each of the Core Set’s seven different factions. The Corps each receive a new agenda and flavorful piece of ice while the Runners launch into the ongoing cyberstruggles with new icebreakers and support cards. Additionally, the Anarch and Haas-Bioroid factions each pursue new interests with a new identity card, and the new Anarch identity – Whizzard – provides Anarch players a whole depth of new strategies based around trashing the cards they access.

Your mission, Martians, is to swoop down on the pathetic denizens of the primitive planet Earth and scoop up as many of the inhabitants as you can manage. We are interested in samples of the Chicken, Cow, and Human populations so that we can determine which of them is actually in charge. The Earthlings might manage to put up a feeble defense, but surely nothing that a small taste of your Death Rays can’t handle. Make Mars proud – be the first Martian to fill your abduction quota!

In Martian Dice you will roll 13 custom dice in an effort to set aside (“abduct”) Humans, Chickens, and Cows. With each roll you must first set aside any Tanks, representing the human military coming to fend off your alien invasion. Then you may choose one type of die to set aside as well – one of the earthlings to abduct, or Death Rays to combat the military. At the end of your turn, if you have at least as many Death Rays as Tanks, then you may abduct the earthlings you’ve been setting aside. You can’t pick any type of Earthling twice in one turn, but if you manage to abduct at least one of each you’ll score a bonus!

With each roll you will ask yourself, do you feel lucky?

Zombie Dice:

Eat brains. Don’t get shotgunned.

You are a zombie. You want braaains. More brains than any of your zombie buddies.

Zombie Dice is fast and easy for any zombie fan to learn, even non-gamers. The 13 custom dice are your victims. Push your luck to eat their brains, but stop rolling before the shotgun blasts end your turn!

Two or more can play. Each game takes 10 to 20 minutes, and can be taught in a single round.

New Games 12/5/12

December 5, 2012

In Carcassonne: The Flier, a small expansion for Carcassonne, eight landscape tiles showing a pair of wings are mixed with the other tiles to be used in the game.

Whenever a player draws one of these tiles, he places it according to the normal rules. He then has the option of placing a follower on this tile as normal or of attempting to fly a new follower to a nearby tile. This meeple will travel in the direction determined by the wings’ orientation; the distance (1-3 tiles) is determined by a die roll. If a tile exists in this location, he can place the meeple on any unfinished, non-field location, whether that feature is occupied or not; if no tile exists in this location or all the non-field features are complete, then the player places no meeple this turn. Crash!

In Carcassonne: The Messages, a small expansion for Carcassonne, players place a second meeple (included in this expansion) on the score board at the start of the game. Whenever they score points during the game, they decide which scoring meeple to advance; if a meeple lands on one of the dark spaces on the score track (0, 5, 10, etc.) and the owner of that meeple is the active player, then that player draws the top message tile from the track and either scores two points for it or takes the action shown on the tile. The possibilities are:

  • Score that player’s smallest road, city or cloister as if it were the end of the game, but leave the meeple in place.
  • Score two points for each banner in a city that player occupies or two points for each of that player’s knights.
  • Score three points for each of that player’s farmers.
  • Draw and play an additional tile.
  • Score one follower and return it to that player’s supply.

Whichever option the player chooses, he then places that tile on the bottom of the message stack.

At the end of the game, players add the scores represented by their two scoring meeples, place one meeple on that sum, then figure out their final scoring, earning no more messages.

Carcassonne: The Ferries, a small expansion for Carcassonne, includes eight new land tiles that show three or four road segments leading to a lake in the center of the tile; these tiles are mixed with the other tiles in the game.

Whenever a player draws one of these tiles, she or he places it following the normal rules, decides whether to place a follower (and if on a road as a robber, on which segment), then places a ferry on the tile to connect two of the road segments. Any segments not connected by a ferry end in the lake. Whenever a player extends a road that contains one or more ferries – whether by placing a Ferries tile or a regular road tile – she or he may move the first ferry closest to that tile in each direction of the road to connect different road segments. If this movement leads to a road being closed at both ends, that road now scores.

In Carcassonne: The Goldmines, a small expansion for Carcassonne, eight landscape tiles showing a gold bar are mixed with the other tiles being used in the game.

Whenever a player draws one of these tiles during play, she places the tile according to the normal rules, then places one gold bar on this tile and one gold bar on any adjacent tile, whether orthogonally or diagonally adjacent. She may then place a follower as normal on the tile placed this turn.

Whenever any feature is completed – whether on the same turn or a later turn – and one or more tiles of the completed feature have gold bars on them, these bars are distributed among the players involved in the scoring. If one player has a majority of followers on the completed feature, she collects all of the gold bars available; if two or more players are tied in the number of followers present, then gold bars are distributed among those tied players, going clockwise from the active player.

At the end of the game, any unclaimed gold bars are removed from the board before final scoring. Each gold bar is worth 1-4 points depending on how many bars a player has collected.

In Carcassonne: Mage & Witch, a small expansion for Carcassonne, eight landscape tiles bearing a mage symbol are mixed with the other tiles at the start of the game.

Whenever a player draws one of these tiles, she plays it as normal following the standard placement rules. She then either places or moves the mage or witch on the playing area; both figures can be placed only on incomplete roads and cities, and both cannot be on the same road or in the same city. The player must place or move one of these figures, if possible. She then optionally places a follower on the tile just played.

Whenever a feature bearing a mage or witch scores, whether during the game or at game’s end, the mage/witch adjusts the points scored for this feature. The mage adds one point for each tile in the feature, while the witch cuts the number of points scored for this feature in half, rounded up. After such scoring, place the mage/witch next to the score track to await the drawing of the next mage tile.

In Carcassonne: The Robber, a small expansion for Carcassonne, eight landscape tiles bearing a robber symbol are mixed with the other tiles at the start of the game.

Whenever a player draws one of these tiles, he places it as normal according to the standard rules, then he places his robber figure – a special meeple included in this expansion – on the score track next to the score marker of any other player. The next player in turn order who has a robber off the scoring track also places a robber adjacent to the score marker of any opponent.

Whenever a score marker accompanied by a robber moves on the score track, the owner of the robber moves his own score marker forward half that many spaces, rounded up, then removes his robber from the score track. (The one exception: If a player moves his score marker by robbing someone else, any robbers on that space move with that player’s score marker and wait to rob that player following a normal scoring.) If two or more score markers are on the same space with a robber and both score, the robber’s owner can choose who to rob.

Reverse Charades: Girls’ Night In Edition, an expansion pack for Reverse Charades, consists of 220 cards that feature women-themed words.

Game play remains the same as in the base game, with players divided into two teams. On a turn, all but one player on a team give charades-style clues to that one person left out, and that person guesses as many words as possible in sixty seconds. After each player on both teams has had a shot at guessing (and both teams have had the same number of turns), the team with the most words guessed wins.