Mansions of Madness: Sanctum of Twilight

Within the lavish rooms of the Silver Twilight Lodge, the most influential citizens of Arkham gather to forge business alliances, plan parades, and lobby politicians. In secret, they also meet to enact forbidden rituals with dark consequences. The poor souls who discover this truth often vanish, never to be seen again.

Sanctum of Twilight is an expansion for Mansions of Madness Second Edition that unites two new investigators against the Order of the Silver Twilight in two thrilling scenarios. With new spells, items, mechanics, and a new monster, this expansion immerses players in the Arkham Files universe as they confront the dangers threatening Arkham from within.

Realms of Terrinoth

Terrinoth is a land of forgotten greatness and lost legacies. Once ruled by the Elder Kings who called upon mighty magics to perform great deeds and work marvels, the land has suffered greatly at the hands of its three great foes; the undead armies of Waiqar the Betrayer, the demon-possessed hordes of the bloodthirsty Uthuk Y’llan, and the terrifying dragons of the Molten Heath. Many of its great cities have been cast down into ruins, and many wondrous secrets and powerful artifacts have been lost.

For hundreds of years, Terrinoth slipped into gloom and decay. But heroes arise just when their lands need them the most. Courageous adventurers brave the ruins of past ages and the foul creatures within to uncover the treasures of their ancestors. The Daqan Barons, inheritors of the ancient kingdoms, rebuild their walls and muster their armies, while the wizards of Greyhaven gather runes of power to awaken guardians of stone and steel. All this is just in time, for the ancient enemies of the lawful races are stirring again, and Terrinoth needs champions of courage and cunning to stand against the rising darkness.

This is the world you enter in Realms of Terrinoth, a new sourcebook for the Genesys Roleplaying System!

Realms of Terrinoth explores the world of Mennara featured in the Runewars Miniatures Game, Legacy of Dragonholt, Descent, and Runebound. As a fantasy setting, Realms of Terrinoth features many races, weapons, gear, careers and more that can both be found in the world of Mennara as well as expanded to any fantasy setting you create as the Gamemaster.

Mystic Vale Conclave

Mystic Vale: Conclave consists of an expansion for the Mystic Vale base game as well as a large storage box that can hold all your Vale in one big box.

Agra

Agra, India: The year is 1572; this year marks the 30th birthday of Abu’l-Fath Jalal-ud-din Muhammad, popularly known as Akbar the Great. Akbar is the third ruler of India’s Mughal dynasty, having succeeded his father, Humayun. With the guidance of his regent, Bairam Khan, Akbar has expanded and consolidated India’s Mughal domains. Using his strong personality and skill as a general, Akbar has enlarged his Empire to include nearly all of the Indian subcontinent north of the Godavari River; his presence is felt across the entire country due to the Mughals’ military, political, cultural, and economic dominance.

To unify the vast Mughal state, Akbar has established a centralized system of administration; conquered rulers are conciliated through marriage and diplomacy. Akbar has preserved peace and Order throughout his empire by passing laws that have won him the support of his non-Muslim subjects. Eschewing tribal bonds and Islamic state-identity, Akbar has striven to unite his lands. The Mughals’ Persian-ized culture has afforded Akbar near-divine status.

Notables and emissaries from all over the country are on their way for Akbar’s birthday celebration. As an ambitious landowner, you cannot let this pass; the festivities are a golden opportunity for you to rise in stature and wealth.

On your land in Agra, you cultivate and harvest cotton and turmeric. You possess a forest from which you produce wood, as well as a small, but very profitable sandstone quarry. By trading and processing your wares, you can obtain more luxurious goods, which you will then use to woo notables as they make their way into the capital. Of course, your rivals have the same plan; you must use your wits to outsmart them as Akbar’s birthday draws near…

Museum Rush

Museum Rush is a competitive thieving game in which players race against time to steal treasures from a museum while avoiding cameras, guards, and greedy rivals. Luckily these dastardly robbers have an array of items to help them get the better of the guards and their fellow thieves, such as sultry Llamas, mighty Underwear and the high-tech Cardboard Box.

Each player controls a thief, moving up to three tiles a turn. Then if they are on a tile with loot they can take a stealing action to grab some loot from the tile. Certain tiles have special “Rare Treasures” that are worth a lot more than standard loot, but you have to crack the lock code by rolling the correct numbers before you can steal these!

Each stealing action brings the nearest guard two spaces towards the thief’s tile. Trying to crack a lock does the same. After stealing, the next card in the room is turned up, which might reveal more treasure. But turn up a security camera and the guard moves another 2 spaces closer! If the guard ends up on the same tile as your thief, you can slip away with a dice roll or play cards like “Take Down” or “Lure” to get rid of the guard. Otherwise the thief is thrown out of the Museum and loses all card but one. The player can break in again so there is no player elimination in the game.

Each thief draws new cards at the beginning of their turns, these cards can be used to take out guards, disable security cameras and mess with the other thieves.

When you draw a Clock card, time will advance and once you draw a certain number of clocks, depending on the number of players, the game ends. At this point there is a rush to the nearest exit, rolling a dice to avoid dropping a card for every space you have to cover. The winner is determined by who has the highest value of loot at the game’s end, once you are outside the Museum.

Sunset Over Water

Sometimes you need to get off the beaten path to find a beautiful landscape to paint. Wake up early, hike deep into nature, and find your perfect spot. Some paintings sell for commissions, others you’ll keep for yourself, but you’re always going that extra mile to find inspiration.

Over six days, players gain Renown by hiking to beautiful locations to paint landscapes, which they’ll later sell. Each day, players choose a Planning Card, which allows them to travel through the Wilderness and paint (i.e., pick up Landscape Cards). At day’s end, they can sell paintings to earn Renown (i.e., turn in Landscape Cards to gain Commission cards worth Renown). Players also earn Renown by completing Daily Goals and by possessing Landscape Paintings at game’s end.

Rhino Hero: Active Play

Watch out! The spider monkeys want to throw gross slime balls at the city residents. Rhino Hero and his friends are needed; players grab the slime balls and balance them on their super heroes’ cape, transporting them as quickly as possible to their hero headquarters. Heroes can’t let themselves get flustered by the other players. They need skill and courage to carry more and more slime balls out of the city each round. In each round there is one super hero who attempts to fly in a complete circuit around the city while simultaneously the other players are trying to prevent this super hero from completing the circuit.

Star Wars The Card Game: Promise of Power

Throughout the Alliances cycle, you’ve been encouraged to forge new alliances across affiliations. Jedi may work closely with the Rebel Alliance or the Smugglers and Spies of the galaxy. The Sith may rule an empire, wielding the Imperial Navy and Scum and Villainy alike as weapons against the light side. For many, these alliances make them stronger—the whole becoming greater than the sum of its parts. But for some, unlikely alliances can lead to nothing but turmoil and chaos.

Promise of Power is the final Force Pack of the Alliances cycle, marking the climactic conclusion of the cycle. With ten new objective sets (two copies each of five distinct sets), this Force Pack continues to reward players for melding affiliations together in a single deck. Promise of Power also introduces plenty of characters from Star Wars Rebels, bringing a new version of Ezra Bridger, Cikatro Vizago, and more Inquisitors into the game.

In addition to being the final Force Pack of the Alliances cycle, Promise of Power marks the completion of Star Wars: The Card Game. Over the past five years, Star Wars: The Card Game has seen five deluxe expansions and six cycles of Force Packs, ranging from the Battle of Hoth, through the pilots of the Rogue Squadron cycle, the forest battles of the Endor cycle, and the most recent changes of the Opposition and Alliances cycle. With the conclusion of the Alliances cycle, the game is complete.