Order by Date: September 21, 2018 Street Date: October 19, 2018
STEGBOP18-006 Guild Ball: Cooks: Launch Pack
Designed to bring communities together to celebrate the exciting new Minor Guild, the Cooks, and give all coaches and Guilds a chance to join the party!
At a Cook’s launch party, all the Guilds want to get in on showing off their favourite recipes. In each game choose from a menu of meal cards to unlock, each one adds flavourful new abilities to your team for the rest of the game!
everything you need to create an unforgettable experience and then promote it, this kit makes it easier than ever to convert Guild Ball coaches into repeat customers.
Cook’s Guild: Hell’s Kitchen Launch Party Guide.
2 Double-sided A2 Posters and Launch Party Sign-up Sheets
10 Double-sided Coach Record Sheets and Launch Party Team Construction Rules Sheets
Limited-edition Alternate Sculpt Shank model
Limited-edition Alternate Sculpt Tenderiser model
48 Limited-edition Alternate Art Cook’s Guild Player Cards
2 Limited-edition Alternate Art Butcher’s Guild Player Cards
40 Cook’s Guild: Hell’s Kitchen Launch Party Menu Cards
Order by Date: September 20, 2018 Street Date: October 26, 2018
WOCC50100000 Axis & Allies &
Zombies: Board Game
$40.00 SRP SDI In Axis & Allies & Zombies, a new take on the iconic World War II strategy board game, each player takes command of one of the major powers, joining either the Axis or the Allies. Players then fight for victory against the opposing faction and a terrifying new foe: zombies. In this game that features streamlined game play, curve balls like chainsaw tanks and zombie mind control rays, and a zany story line, will players survive the onslaught or succumb to the uprising?
2-5 players Ages 12+ 60-180 minute play time
Order by Date:
September 20, 2018
Street Date: November 9, 2018
WOCC45950000 Betrayal Legacy: Board Game
$75.00 SRP SDI Betrayal Legacy marries the concept of Betrayal at House on the Hill — exploring a haunted mansion — with the permanency and multi-game storytelling exhibited by Daviau's Risk Legacy and other legacy games that followed. Betrayal Legacy consists of a prologue and a thirteen-chapter story that takes place over decades. Players represent families, with specific members of a family participating in one story, then perhaps an older version of those characters (assuming they lived) or their descendants showing up in later stories.
Why would people keep exploring a haunted mansion for decade after decade, especially when horrible things happen there? Curiosity, I suppose, or perhaps an ignorant boldness that comes from the belief that we know better than those
who have come before. Look at all that we've learned, marvel at the tools we have at hand! Surely we'll all exit safely this time...
As with other Betrayal titles, the game is narratively-driven, with elements that record the history of your specific games. The tools mentioned earlier, for example, become attached to specific families. This isn't just a bucket; it's my bucket, the one my grandpappy used to feed his family's pigs when he was a boy, and while you can certainly use that bucket, I know how to wield it best from the time he spent teaching me how to slop. Yes, it's an heirloom bucket, and when kept in the family, I get a bonus for using it.
Blue Moon City, once the capital of the land, has been reduced to rubble. The long war of succession is over, and the various people left in the city are looking to rebuild. They are working hard to return the city to its former glory. But only one group will lead the reconstruction, and thus have the right to rule in this new age of peace.
In Blue Moon City, players are looking to restore the buildings of the ancient capital. Collecting together work groups from among the populace, they add their contributions to the reconstruction efforts. When a building is repaired, it gives bonuses to any player that helped, but a bigger bonus to the one that contributed the most. Those rewards can come in the form of Crystals, which are offered up to the central Obelisk. Once a player has made the required offering, they will ascend to leader of Blue Moon City.
Making sweet combinations can be such a blast! In Sugar Blast, players look to make connections between same-colored Candies to create Blasts! They must swap out two adjacent Candies to make a string of three or more of the same type. They can then remove the matched Candies and adjust the unique tilting board so that Candies slide down to fill in the missing spaces. Finally, they fill in Candies at the top from ones chosen randomly from the bag. The bigger the Blast they create, the more Candies they will earn for their efforts.
Players are going to look to make big moves, but must be careful not to leave valuable opportunities for their opponents. Players race to collect Candies and complete the Objective card. The first one to collect the necessary Candies will earn a sweet victory!
$24.95 SRP 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.
Welcome to the New World, a land of opportunities and the home of the bold! With but a piece of land to call your own, your beginning might be humble, but a great path lies ahead of you. Your destiny awaits!
Dice Settlers is a civilization game of dice-based exploration, expansion, exploitation and extermination:
Build and manage your pool of actions with a set of 52 custom dice.
Explore the New World, and create the board as you play.
Expand and extend your influence to lands discovered by your opponents.
Choose from among 55 technologies to aid you during the game, or help you score more points at its end.
Face off against your friends, or against a challenging automated opponent.
You may start small, but it is up to you, to make the New World your home – and to forge a nation!
Travel back in time to the greatest city in Mesoamerica, and become a part of its history. Witness the glory and the of the powerful pre-Columbian civilization, and become the builder of the magnificent Pyramid of the Sun!
Teotihuacan: City of Gods is a strategic game of resource and worker management:
Manage a group of worker dice who become more experienced – and effective – as the game progresses.
Build a different board and start with varied resources and bonuses every time you play.
Raise the Pyramid of the Sun, build houses, climb temples to secure the favour of the gods.
Develop the perfect set of technologies to bolster your strategy.
Set a different path to victory every time you play.
Challenge your friends or a simple but robust automated opponent.
Strategize, adapt and become the most influential figure in Teotihuacan: City of Gods.
In Scorpius Freighter, you are trying to gain fame and fortune by moving goods and providing services to the people. This involves not only legal activities like fulfilling contracts and increasing your freight capacities, but also taking on side deals, moving items below the radar, and avoiding notice.
Carefully select your crew of smugglers and use their unique skills to perform actions on the three planets of the Scorpius system. Which action space should you go for, and how much skill will you have when you get there? Surpass your fellow smugglers before the Government further tightens its grip.
2-4 players Ages 14+ 45-60 minute play time
Order by Date: September 24, 2018 Street Date: November 8, 2018
Thunderstone Quest is the smash hit deckbuilding game of dungeon adventure. Assemble your party in this critically-acclaimed third iteration of Thunderstone. Explore the dungeon, fight monsters, collect treasure, complete side quests, join guilds, more in this massive and engaging fantasy experience.
This first expansion for Thunderstone Quest brings you the exciting climax of the first chronicle of Thunderstone Keep This expansion gives you cards to play the Adventures of At the Foundation the World Quest, outlined in the b game Questbook, or to simply expand your options for random set ups.
The Other Side is a streamlined game intended to be easy to pick up and learn while still providing an exciting, tactical experience for players.
The epic battles taking place across the Earth are played out on a 4 x 6 table with scattered, light terrain. Alternating activations keep you involved in the action every step of the way, while a five turn game keeps the fighting quick and bloody. The average game lasts about two hours.
The Other Side is won and lost by how well your troops complete their mission, creating an ebb and flow to the battle as objectives are fiercely contested throughout the entire game.
Includes world background information, seven stories, and the game rules.
The Other Side: King's Empire: Allegiance Box: Charles Edmonton
Charles Edmonton is not someone you trifle with. He is a canny sniper who was present in the battle of London, and he is prepared to fight for his country until the end.
Edmonton does not specialize in killing a large number of troops, but enemy Commanders have learned to fear him. Piercing means he flips two cards on a Penetration flip and takes the better one, and he can always trigger Headshot. This gives his action Precise, which means that enemy Commanders can't use nearby troops to absorb the blow (they will instead rely on their Assets).
Charles Edmonton does not change his tune when he goes to Glory, he just gets better at it. He increases the range of those near him. He gets better with his gun.
Perhaps most importantly, he has the ability, with "Where'd He Go?" to move up to 16". If he hits his Snapshot trigger, he can even take a shot after. This gives him a potential two shots a turn and movement... Enemy Commanders live in fear!
Charles Edmonton, a King's Empire Commander
2 Squads of Royal Rifle Corps (9 models, 5 sculpts for each)
Squad of Infiltrators (9 models, 5 Sculpts for each)
All unit cards
King's Empire generic,and Charles Edmonton specific, Assets (Earth Fate Deck, A measuring tape,Cardboard tactics tokens)
The Other Side: Abyssinia: Allegiance Box: Prince Unathi
Prince Unathi is a well-balanced battlefield Commander. Field Test allows him to make better use of Prototype Assets, and Call for Reinforcements helps him keep his soldiers alive.
His only attack is the powerful Poison Rocket, able to do a Strength 2 hit to an area, and, with a good success, create a permanent piece of Hazardous Terrain.
Upon going to Glory, Prince Unathi doesn't learn any new tricks, but he does become better at those he knows. New Triggers on his Actions give them extra potency, allowing his entire army to benefit from his switch to Glory.
Prince Unathi, an Abyssinian Commander
2 Squads of Mehal Sefari (9 models, 5 sculpts for each)
Squad of Crow Runners (9 models, 5 Sculpts for each)
All unit cards
Abyssinia generic, and Prince Unathi specific, Assets (Fate Deck, Measuring tape, Cardboard tactics tokens)