We are excited to offer this game as part of the special two-week early launch program! Click here to get a special scenario only available for those who pick this game up early from their local game store, plus some very helpful videos and downloads !
Built on the core of the award-winning Robinson Crusoe: Adventures on the Cursed Island, First Martians: Adventures on the Red Planet pits players against the hostile Martian environment and a whole host of new adventures and challenges. The immersion experience is further enhanced with an integrated app that maintains the balance and challenge throughout. Players have the option of taking on the design as a series of separate games, in a custom campaign mode in which each successive game builds on the last.
The highly anticipated Spiel des Jahres nominee has arrived!
After being stripped of all their possessions, a mage, a warrior, an elf, and a dwarf are forced to go rob the local Magic Maze shopping mall for all the equipment necessary for their next adventure. They agree to map out the labyrinth in its entirety first, then find each individual’s favorite store, and then locate the exit. In order to evade the surveillance of the guards who eyed their arrival suspiciously, all four will pull off their heists simultaneously, then dash to the exit. That’s the plan anyway…but can they pull it off?
Magic Maze is a real-time, cooperative game. Each player can control any hero in order to make that hero perform a very specific action, to which the other players do not have access: Move north, explore a new area, ride an escalator… All this requires rigorous cooperation between the players in order to succeed at moving the heroes prudently. However, you are allowed to communicate only for short periods during the game; the rest of the time, you must play without giving any visual or audio cues to each other. If all of the heroes succeed in leaving the shopping mall in the limited time allotted for the game, each having stolen a very specific item, then everyone wins together.
At the start of the game, you have only three minutes in which to take actions. Hourglass spaces you encounter along the way give you more time. If the sand timer ever completely runs out, all players lose the game: Your loitering has aroused suspicion, and the mall security guards nab you!
Illusions of Glory: The Great War on the Eastern Front
Illusions of Glory: The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came Paths of Glory by Ted Raicer, which simulates the entire war in Europe and the Middle East. It was followed by Pursuit of Glory, designed by Brad and Brian Stock, which focuses on the war in the Near East. Illusions of Glory takes this game system to a new and exciting level by applying its focus to the Eastern Front.
The Allied Powers bring massive forces to bear against Germany, Austria-Hungary, Bulgaria, and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I’s Eastern Front.
Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event, unit movement, combat, or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy.
Illusions of Glory offers complete campaigns and shorter playing scenarios.
Starfinder: Condition Cards
Be prepared for nearly every outcome with Starfinder Condition Cards, a handy way for players and GMs to keep track of the most common conditions in the Starfinder Roleplaying Game. Has your soldier been paralyzed by an alien’s toxic venom? Has your operative used a cloaking field to turn invisible? Is your entire starship crew off-kilter in zero gravity? Just hand out the appropriate cards and keep all the rules for each condition at your fingertips! This set of 53 comically illustrated, full-color cards will speed up gameplay at any table!
Sheriff of Nottingham: Merry Men
The first expansions for Sheriff of Nottingham adds five modules that can be added to the base game, as well as the option of including a sixth player. The five modules are:
- Deputies: In six player games, you may use two Deputies instead of a single Sheriff. Here, both deputies must decide to search bags or let people pass, and they will share the punishments and rewards. If a deputy disagrees with the other and searches a bag, they will receive the punishment or reward by themselves.
- Merry Men: Adds new illegal goods in the form of ‘merry men’ characters. If they are successfully smuggled in, players will reveal it and activate its special ability.
- Black Market: Adds three sets of bonus cards that display illegal goods. The first player who successfully smuggles in the indicated goods receives the bonus cards and a large reward.
- Laws: Sheriffs must draw three law cards and choose two to keep. The chosen laws are in play for the entire round.
- Special Orders: Special order cards indicate combinations of one legal and one illegal good. If players can smuggle both of those items in the same bag, they get that card, which provides them with bonus gold.
Atlas: Enchanted Lands
Atlas: Enchanted Lands is an elegant card game set in a world of fairies and magic. Play cards to reveal a certain place and time — and place your stake in one of the two. Explore a location at dawn, day, sunset, and night, or see what the whole land looks like in the dark. Each card offers two choices, and it’s up to you to uncover the world that awaits.
In more detail, players are challenged to predict the time or place that will be uncovered first. Cards laid on the board will complete sets. Depending on the cards chosen by the players, sets of similar cards or numerically ascending cards will be revealed, granting points to the players that deduced the correct combination.
That’s a Question!
We’ve had this one in for a few days but just got a chance to highlight it! The party game That’s a Question!, takes the familiar format of challenging others with questions, then voting on what they’ll say.
In more detail, each player has a hand of hexagonal cards, with words or phrases in three color blocks on the card. On a turn, you choose a player that has a token in front of them, take that token, then present them with a question by choosing one of the three question prompts (which are all color-coded), then choosing two cards from your hand and adding the properly-colored section of those cards to the question. A sample question: “What would you miss more if it ceases to exist: Facebook or doors?” That player secretly votes on A or B, while everyone else but the questioner secretly votes A or B depending on how they think the person will answer; a voter can optionally add their 3x scoring token to their vote.
Once everyone votes, you reveal the tiles. Everyone who voted correctly moves ahead one or three spaces on the scoring track, and the questioner moves ahead one space for each person who voted incorrectly. If you pass a certain space on the scoring track, you retrieve your 3x token (if you’ve used it). Since you can ask a question only of those with a token in front of them, everyone is asked roughly the same number of questions, and whoever has the most points after a certain number of rounds wins.
Innovation Deluxe, plus standalone 3rd Edition Expansions
The Innovation Deluxe boxes set includes the new 3rd edition of Innovation plus all four of its expansions (also with the new 3rd edition art style). They include:
- Innovation is a brilliant game by Carl Chudyk is a journey through innovations from the stone age through modern times. Each player builds a civilization based on various technologies, ideas, and cultural advancements, all represented by cards. Each of these cards has a unique power which will allow further advancement, point scoring, or even attacking other civilizations. Be careful though, as other civilizations may be able to benefit from your ideas as well!
- Echoes of the Past is the first expansion, and changes game play from the base game in a number of ways. First, there are now two draw decks to get cards from in each age — players draw Echoes cards or Base cards depending on the contents of their hand. Second, the maximum player count is increased to five. Third, and most interestingly, Innovation: Echoes of the Past introduces new game mechanisms. With foreshadow, a player can stash a card under his player board, then bring it into play (and use it) on a later turn when he melds a card that’s from the same age or a higher one. With echo, when a player takes the dogma action of a card in play, he can receive additional actions showing on that card and any other cards visible in the same stack.
- Figures in the Sand, the second expansion, breaks from the format of that game by providing players with recognizable figures from history (instead of new inventions or concepts) with those figures showing up on your table to help you win the game – or maybe your opponent. Historical figures tend to be somewhat fickle.
- Cities of Destiny is the third expansion. Players can now add cities to their civilization-building efforts. Unlike previous base game and expansion cards, which each featured three icons and a text ability, cards in Cities feature six icons that can provide you with extra actions, icons, and achievements.
- Artifacts of History is the fourth expansion. Artifacts of History features unique artifacts from the ages, such as the Declaration of Independence. These cards feature very powerful dogma effects, but are difficult to wield. Artifacts of History is simpler than the other expansions released to date, Unlike the other expansions, there are no major new mechanics on the cards. Instead, the new artifact cards are difficult to acquire but have very powerful effects. The artifacts are especially good for players who are behind.
For those who already own the 3rd edition core set, we have three of the 3rd edition expansions available as standalone products: Echoes of the Past, Figures in the Sand, and Artifacts of History. Cities of Destiny was shipped out later than the others, and is expected to arrive in about a week.
Another game we’ve had for a few days but just got a chance to highlight! Playing with sticky tongues has never been more fun than what you’ll find in Sticky Chameleons! Each player has a long sticky “tongue”, and the table is covered with six types of insect tiles in six colors, along with a few fly tokens. To start a round, someone rolls the two dice — one showing a color, the other an insect — then everyone rushes to “grab” the appropriately colored insect tile by slapping it with their tongue. Tiles will go flying! The round doesn’t end until someone removes the tile from their tongue and holds the tile in their hand. This player scores a point, then you do it all again. Whoever scores the predetermined number of points first wins!
Players are mad scientist in need of precious mortals for future experiments. Rather than getting your hands dirty, your army of campy creatures awaits to do your bidding. Capture the most valuable mortals over the course of three nights to win. But be warned — the mortals won’t go down without a fight. Campy Creatures is a ghoulish game of bluffing, deduction, and set collection for 2-5 players. Players begin each round with the same hand of creatures. Their goal is to capture valuable mortals by outguessing their opponents with the creatures they play. Each player has perfect information at the start, so knowing what a person might do in a particular situation is key.