First of all, check out that Easter Dragon playmat from Dragon Shield! Each comes with a commemorative coin and makes for great basket bling!
Roll for the Galaxy: Rivalry
The second expansion for Roll for the Galaxy, consists of three expansions in one box.
First, it adds expansion content to the base game: 62 more game dice, a new die type, start factions, home worlds, and more than double the number of game tiles for the bag as in Ambition. This material is compatible with Ambition, but that expansion is not required to play Rivalry. If you are familiar with the dice from Ambition, then you can add this content and start playing immediately. (If not, you’ll need to read about the new dice.)
Rivalry also contains two optional game modules — the Deal Game and the Orb Game — which can be played separately or combined. These modules can also be combined with the goals in Ambition, although the publisher suggests not combining them all at once for new players!
- The Deal Game has a new deal phase in which players assign $ dice to a new deal board in order to swap assets they don’t want for those they do — and pretty much everything is fair game in terms of possible trades. Not using all your credit track? Why not trade in the top part of it to get a useful die? Or, if you’re running a large economy and need a credit track that goes to 11 (or even 16), why not trade away a couple of white dice to get a larger track?
- The Orb Game gives one yellow “Alien Orb” die to each player, and the faces of these dice can be popped out and upgraded to various “lines” of faces that allow you to customize what you can do in the game. (Think of the lines as being akin to a tech tree.) You can assign dice to become researchers in the Research phase, and for each assigned researcher, when someone calls Research, you get two “dots” of upgrades to your dice. The first dot gets you a 1-dot face in any line; extra dots get you better faces in that line. (If you want to switch lines for a given face after entering a line, pay 1 dot more.) These upgraded dice affect your play. For example, if you roll the 2-dot beige -1 develop face, you receive a -1 die discount on all developments you build that turn.
- Replacement player screens including a summary of the optional games (in different colored type faces) and all three added dice types are also included.
Adventures in Middle-earth: Bree-land Region Guide
Welcome to Bree and The Inn of the Prancing Pony! Nestled at the foot of the ancient landmark of the Bree-hill, Bree and The Prancing Pony provide a welcome respite from the trials of the road. With a wisdom all its own, Bree has endured for centuries, minding its own business and serving passing travelers with good food and better beer. Surrounded by deserted and dangerous lands, and watched over by the mysterious Rangers of the North, Bree is the ideal place to begin a new journey or take a rest from a wearying one!
Bree-land Region Guide includes:
- Details of the Bree-land, including Bree itself, Archet, Combe and Staddle
- Things to do in Bree: new undertakings and suggested adventure seeds
- Maps of the Bree-land, Bree and The Prancing Pony
A complete set of customised journey tables for the Bree-land
- A new playable culture, The Dwarves of the Blue Mountains
- Three exciting adventures that begin at level 1 and carry the heroes to 4th level or beyond: Old Bones and Skin, Strange Men, Strange Roads and Holed Up in Staddle.
Bree-land Region Guide contains the information and adventures previously released as Bree for The One Ring Roleplaying Game, fully converted to be compatible with Adventures in Middle-earth and the Dungeons & Dragons 5th Edition rules.
The One Ring: The Laughter of Dragons
The Laughter of Dragons contains six ready-to-play adventures you can play separately or as connected parts of a conspiracy that will unfold over the course of several years. The adventures take place in the areas described in the Erebor supplement – a useful companion to this volume.
A snail dice game that uses the magnetic tin as part of the game!
On your mark, get set…and off goes the slippery snail race in Mrs. Meyer’s vegetable garden. Draw a race card to determine which snail colors are yours, but don’t show anyone! Roll the dice with color symbols to know which snail to move and where to move it. The snails crawl over each other on the race up and over the magnetic tin to the three winner’s podiums to receive the most points.
The players draw a card at the start of the game to let them know which colors of snails they want to get to the 1st, 2nd and 3rd place podiums inside the tin. Roll two dice and decide which dice is for a snail and which dice is for where the snail has to go. Land on top of another snail to ‘freeze’ him in his tracks until the top one jumps off (max 2 snails on one space). Additionally once a snail lands on a space then the space turns the color of the snail! Players have fun climbing over one another and then up the sides over the top and down the other side of the tin to the podiums. But players don’t know the winner until three snails occupy the podiums and players reveal the color of snails on their cards drawn at the start of the game.
Roll the dice, move the snails and be victorious!
One Night Ultimate Super Villains
Unbeknownst to the citizens of Shady Grove, USA, a battle is brewing while they sleep. The most powerful heroes the world has ever known have converged to stop an onslaught of malicious super villains. The trouble is, these nefarious criminals are hiding in plain sight as residents of Shady Grove, so the heroes first have to find these treacherous evil-doers before it’s too late…
In One Night Ultimate Super Villains, players take on the roles of heroes or villains, each with amazing superpowers that help further their cause. The vile trio of Rapscallion, Dr. Peeker, and Henchman #7 are intent on getting away with their crimes, while the members of the Super Club Of Overt Powers (SCOOP), are all out to catch them. Shady Grove — maybe even the world — will never be the same.
One Night Ultimate Super Villains is a standalone game in the One Night series that’s perfect for the whole family to enjoy, challenging you to capture the baddies and save the world! Super Villains can also be combined with the other entries in the series — One Night Ultimate Werewolf, Daybreak, Vampire, and Alien — to create even more fun and chaos.
The game also includes a free companion app which guides players through the different player actions during the night phase of the game.
H.P. Lovecraft’s Dagon for Beginning Readers
Back in stock! In the continuing series of “what if Dr. Seuss wrote Lovecraft stories” books, the famous H.P. Lovecraft story Dagon is gracefully retold in anapestic tetrameter and illustrated in a darkly whimsical style by genius poet-artist R.J. Ivankovic. A sailor escapes in a lifeboat after his ship is attacked by a German raider during World War I. He soon finds himself in more bizarre peril, stranded in a dark, stinking mire on the edge of a mammoth pit. Venturing into the pit, he discovers a monolith covered in weird hieroglyphics and something stranger still that crawls from the slime a creature that may be the vanguard of a vast and monstrous invading army from the depths of the sea. This glorious full-color adaptation is R.J. Ivankovic’s follow-up to the popular H.P. Lovecraft’s The Call of Cthulhu for Beginning Readers, which we will get back in stock as soon as more become available!