Robinson Crusoe: Mystery Tales
Robinson Crusoe: Mystery Tales is the second big expansion for Robinson Crusoe: Adventures on the Cursed Island. Unlike its predecessor, it not only includes a campaign (titled “The Lost City of Z”) in which you follow great explorer Lieutenant Colonel Percy Fawcett, but also a full set of rules and components that can be played with the base game of Robinson Crusoe, along with two standalone scenarios.
Robinson Crusoe: Mystery Tales introduces ten new characters, the new deck of event cards, three new decks of adventure cards, new beast cards, new mystery cards, and the new mechanism of sanity that you can use in the base game of Robinson Crusoe to change it into a game of dreadful stories! Additionally, the expansion includes five missions that form a long and epic campaign: “The Lost City of Z”.
Call to Adventure
We originally Kickstarted this and had copies a few weeks ago, but now we have the regular release copies. As far as we can tell, there is not difference in the editions.
Also note! The original rulebook had a few issues, and the publisher has released a revised set of rules, which can be found here:
Make your fate! Inspired by character-driven fantasy storytelling, Call to Adventure challenges 2-4 players to create the hero with the greatest destiny by acquiring traits, facing challenges, and overcoming adversaries.
Call to Adventure features a unique “rune rolling” system for resolving challenges, a point-based system that encourages storytelling, and over 150 unique cards. Players begin each game with an origin card that provides their backstory as well as two “starter” abilities. Each round they may either acquire trait cards from the board or face a challenge. Challenges each have two possible paths a player can choose from. For example, players who encounter the Thieves’ Guild may choose to train as a spy, or train as a killer. Each challenge has a difficulty that must be overcome by rolling successes on carved runes. The more a player has of the abilities required to overcome the challenge, the more runes they will be able to cast.
Failed challenges lead players to acquire experience points that may be spent to “push” through tougher challenges. But beware, while some negative experiences will help your hero grow, too many tragedies set them on a dark path.
As players’ heroes grow in ability and experience, they move on to harder challenges, eventually facing deadly adversaries and acquiring more and more destiny points. The player whose hero has the highest destiny score wins the game.
It Dies With Me
In most games – even your favorite one – there’s nothing really serious at stake. But, It Dies With Me is different. Take a peek into the soul; the deep, dark, twisted heart of your opponent. The player that wins, will learn a secret, something never told to anyone! One player at the table has a secret, and it’s about them. They’ve even written in down and placed it in a secret envelope on the table. Do you want to read it? WIN THE GAME. The secret can never be shared, or be repeated. That’s because it’s written on EDIBLE PAPER with a FOOD COLORING MARKER, and it must be EATEN to make sure the secret DIES with the winner of the game!
Each player (including the player whose secret is in the game) has one six sided die and a mini coffin. Players use their coffins to hide a secret die number they’ve chosen, trying to be the highest or lowest unique number. That’s right, no rolling of these dice. Players can choose any number from one to six. Everyone opens their coffin at the same time to see who wins each round. Choose wisely, or your number might get cancelled out!
Each round there are TWO winners! One winner draws a card. The other moves their token. Players try to collect a set of four cards to form the phrase: IT – DIES – WITH – ME. OR, move their token across the six grave tiles, all the way to the SECRET ENVELOPE. Complete just one of these goals, and you win. You get to READ THE SECRET! Just remember, that secret must die with you.
Dice Throne: Cursed Pirate v. Artificier
Dice Throne is a game of intriguing dice, tactical card play, powerful heroes, and unique abilities. It’s a fast-paced 2-6 player combat game (1v1, 2v2, 3v3, 2v2v2, or free-for-all). Select from a variety of heroes that play and feel completely distinct from one another. Attack opponents and activate abilities by rolling your hero’s unique set of five dice. Accumulate combat points and spend them on cards that have a large range of effects, such as granting permanent hero upgrades, applying status effects, and manipulating dice directly (yours, your teammate’s, or even your opponent’s). This is a stand alone game supporting 2 players. Additional heroes required to play with more than 2 players.
Mage Wars Academy
Mage Wars Academy is a fast-paced strategy card game of magical combat! In this expansion set, play as a disciplined Monk using martial skill and mental strength to overcome any obstacle! Game play is quick and exciting, with tough tactical decisions and devious surprises every round! Players can customize their spellbook with exciting spells from this and other Mage Wars products. Dray upon your Ki, perform martial attacks, and attain mastery over mind and body! Includes a brand new Academy Mage: The Monk, 70 Spell cards, Rules, and Codex
The Landor Syndicate, a pirate alliance in an area of space controlled by the Lunar Orion Order, needs a new leader. The outgoing Supreme Admiral is looking for his replacement. Players take on the role of rival captains recruiting crews, capturing rival pirates, and collecting treasure.
Pirate Tricks is a trick-taking game for 3 to 5 players with a unique scoring system. The game is played over three hands. Each hand has different scoring goals. Once the scoring cards are revealed, the players are dealt five cards. Then players each bid on another 7 cards to complete their hands.
As the players bid for cards, they will look to gain certain cards that will boost their scores. While taking tricks, the players will need to be mindful of the different factions of pirates as some will score higher than others or may be worth negative points. At the end of the hand the players will collect treasure based on how well they matched the treasure scoring card. During some hands the players will want to get as many tricks as possible, other hands they will want to have few to no tricks, or they may have to match a predicted number of tricks taken.
Play continues for three hands. New scoring cards are revealed before each hand. After three hands, whichever player has gathered the most treasure will be proclaimed the next Supreme Admiral of the Landor Syndicate.