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CGE00027
Alchemists
$59.95 SRP
NPI
A
little mandrake root, a little raven’s feather. Toss them in the cauldron and
see what they make. Should you drink it? Maybe not. After all, that’s what
students are for.
Welcome
to the world of Alchemists! Perform experiments to discover the magical
properties of your ingredients. Demonstrate your knowledge by selling potions.
Use the money to buy artifacts that further your research. Publish, publish,
publish! Earn grants. And expose the fallacies published by those fools who
think they can be your rivals.
Alchemists
is a game of strategy, risk assessment, and deduction. Do you experiment to get
more knowledge or do you publish now to get more points? Pay to endorse the latest
theory of toads or save your money for an artifact? And should you really be
selling that potion to the large axe-wielding barbarian when you aren’t quite
sure of its effects? The choices you make will prove whether you are the
world's greatest alchemist.
2-4
players
Ages
13+
120
minute play time
CGE00008
Bunny
Bunny Moose Moose
$29.95
SRP
NPI
Once
again, the hunter prowls the forest. All the animals flee in terror! Well, not
really. Only a dumb animal would call attention to itself. In our forest, the
animals are smart, otherwise their heads would be decorating the hunter’s
mantelpiece. Our animals just casually saunter away, while convincing the
hunter that he must be looking for something else. “Are you hungry for rabbit,
Mr. Hunter? Well, you see, I’m a moose. Oh, no, not a moose with antlers like
that…”
In
this merry game, players take on the roles of rabbits and moose. While the
hunter strolls through the forest, players are trying to look like an animal
the hunter won’t shoot. And because they do so by making rabbit ears or moose
antlers of various shapes on their heads, the spectators enjoy the game as well
as the players.
3-6
players
Ages
9+
20
minute play time
CGE00023
Tash-Kalar:
Arena of Legends
$39.95
SRP
NPI
Tash-Kalar
is the ancient art of magical combat performed in arenas and combat pits
throughout the known world. Tash-Kalar is also the name of the oldest and most
famous arena, the place where the game began. You can play the game with 2, 3,
or 4 players, in teams or individually.
Whether
you are playing the High Form or a deathmatch, all games of Tash-Kalar have the
same basic rules: Players take turns creating magical stones and placing them
in patterns that allow them to summon fantastical beings. Here you will find
the mystical intrigues of the Sylvan, the brutal fury of the Highlanders, and
the incisive tactics of the Imperials.
Your
beings can move around the arena, disrupt opponents’ patterns, and form new
patterns that allow you to summon more beings. Each form of Tash-Kalar has its
own means of scoring and deciding on a victor. Lay your plans, strengthen your
position, then unleash your full power as you summon a tremendous creature of
legend to dominate the arena of Tash- Kalar.
2-4
players
Ages
13+
30
minute play time
CGE00028
Tash-Kalar: Everfrost
$12.95 SRP
NPI
Tash-Kalar:
Arena of Legends: Everfrost consists of a new faction for use with the
Tash-Kalar: Arena of Legends, a deck of powerful beings that live in the frozen
lands of never-ending winter on snow plains, on cold mountains or in palaces of
ice.
The
new interesting and unique effects of the Everfrost beings (marked by the
little snowflake) introduce a new mechanism: frozen effects. Frozen effects do
not have to be performed immediately when the being was summoned; instead a
player may store them for later and use them at the right moment to gain a
tactical advantage.
2-4
players
Ages
13+
60 minute play time
CGE00007
Dungeon Lords
$64.95
SRP
NPI
In
Dungeon Lords, you are an evil dungeon lord who is trying to build the best
dungeon out there. You hire monsters, build rooms, buy traps and defeat the
do-gooders who wish to bring you down. Each turn, players use a hand of cards
to choose where to place their worker imps. Actions vary from mining gold,
hiring monsters, buying traps etc. Each action has three spots available - with
each spot having different effects (e.g., mining gold lets you mine more gold
in each spot). When using the cards, two cards will become locked and will not
be able to be used next turn.
The
entire game lasts two “game years”, and each year consists of four seasons
(a.k.a. turns). At the start of each season, players see the heroes and events
to come in the following season, allowing them to prepare. At the end of each
season after the first, heroes are allocated to each player according to the
players’ level of evilness. Heroes range from mighty heroes to sneaky thieves.
Each hero has its own power for which the player needs to prepare for. At the
end of each year, the heroes travel into the dungeons to fight.
2-4
players
Ages
12+
90
minute play time
CGE00014
Dungeon
Lords: Festival Season
$39.95
SRP
NPI
The
game is still played over two years, but now each year has five rounds instead
of four: winter, spring, summer, autumn and festival season. More time to build
your dungeon, but also more time for adventurers to gather a larger party.
There are new monsters, rooms, and traps to prepare your dungeon for the battle,
but also new nasty spells for the adventurers and sneaky bards who encourage
them to perform so-called “heroic” deeds – not to mention two paladins for each
year, now ready to punish up to two evil players.
Would
you like to push other players toward evil instead of moving yourself toward
good when visiting the city? What about making an investment instead of
traditional gold digging? Or what about repairing conquered tunnels or rooms
instead of digging new ones? Only eight actions are still available to you, but
each season one of those actions is replaced by an alternate set of spaces that
offer new and intriguing options.
And
did we mention that it has recently become fashionable for Dungeon Lords to
have their own personal pets?
Dungeon
Lords: Festival Season is a big expansion that includes lots of Dungeon Lording
goodness. Dungeon Lords: Festival Season includes the mini expansion Dungeon
Lords: The New Paladins.
2-4
players
Ages
13+
120
minute play time
CGE00029
Dungeon Lords: Happy Anniversary
$109.95 SRP
NPI
Dungeon
Lords: Happy Anniversary includes the Dungeon Lords base game, the Festival
Season expansion, stickers for food tokens, metal coins, a new “Dungeon Set-up”
mini-expansion and other items that will enhance your Dungeon Lords experience.
2-4
players
Ages
13+
90 minute play time
CGE00016
Last
Will
$49.95
SRP
NPI
In
Victorian England, the profits of the Industrial Revolution have given rise to
a wealthy upper class of English ladies and gentlemen. Sadly, you are not among
them but you do have a rich uncle, recently departed, who decided on his death
bed to leave all his money to the relative who will enjoy it the most. To find
out who that is, you and your cousins will each be given a substantial sum of
money. Whoever can spend it the fastest will inherit all your uncle’s wealth or
at least, what’s left of it.
2-5
players
Ages
12+
60
minute play time
CGE00025
Last Will: Getting Sacked
$39.95
SRP
NPI
In
Last Will: Getting Sacked, the lawyers have found a hidden clause in your
uncle’s last will. Spending money faster than all your relatives will not be
enough. To inherit your uncle’s fortune, you must also lose your job! After
all, your uncle’s heritage can’t go to someone who’s employed!
With
this expansion added to Last Will, each player begins the game with a job card
that provides him with a regular income each turn and details a number of
things the player must do in order to get fired. Unlike in real life, it can be
difficult to persuade your employer to give you the old heave-ho. When you miss
work, he’s inclined to be charitable because he liked your uncle and he’s sorry
for your loss. To make him angry, you need to get caught living it up when you
should be working. He won’t sack you straight away, but he will at least dock
your salary. Even your kindly old boss has his limits, though; when you earn
enough demotions to cancel out every line of income, you can discard your
employment card. Congratulations: You have been sacked and are one step closer
to winning the game!
You
will also have a chance to find yourself a good, demanding wife. A wedding is
such a romantic way to spend piles of money in a hurry, right? The expansion
has six nuptial cards, so get down on one knee and ask the question!
2-5
players
Ages
13+
45-75
minute play time
CGE00015
Dungeon
Petz
$64.95
SRP
NPI
Become
the leader of an imp family that has just started a new business – breeding and
selling petz. Sound simple and safe? Well, we forgot to mention that those petz
are for Dungeon Lords. This means magical, playful, sometimes angry monsters
that constantly desire attention and at the very moment you want them to
demonstrate their qualities to buyers they are sick or they poop. Sometimes you
are even glad that you got rid of them but the profit is unbelievable.
Dungeon
Petz is a standalone game set in the Dungeon Lords universe. The game consists
of several rounds in which players use unusual worker placement mechanisms
(players simultaneously prepare different sized groups of imps in order to play
sooner than others) to prepare themselves for the uneasy task of raising
creature cubs and pleasing their different needs (represented by cards) in
order to sell them as grown and scary creatures to Dungeon Lords. In the
meantime, they also attend various contests in which they show off their pets,
scoring additional points.
2-4
players
Ages
13+
90 minute play time
CGE00024
Dungeon
Petz: Dark Alleys
$39.95
SRP
NPI
Bringing
you more than just new pets, cages and magic items, the Dungeon Petz: Dark
Alleys has a whole new district in the town. This is the heart of the
expansion. It’s kind of a back alley district in the Imp town where all the
weird existences live and try to do their business. So would you like to hire
an illegal worker or buy a pet on the black market? Maybe book a facility that
produces food for active dogs, cats and dragons? And what about a fancy ribbon
or a cool spiked collar for your pet? Taking care of your pets will never be
the same.
2-4
players
Ages
13+
90-120
minute play time
CGE00006
Shipyard
$59.95
SRP
NPI
The
year is 1870. For centuries, sails have ruled the seas, but now the steam
engine is beginning to dominate. shipbuilders are experimenting with new
designs, competing for the prestigious Blue Ribbon, which honors the fastest
ship to cross the Atlantic. Their efforts are watched closely by the world’s
imperial powers; for the strength of every empire depends on its commercial and
military fleet. It is an exciting time to run a shipyard.
Found
a company, build a fleet and show the world that your ships are the fastest,
the safest, and the best.
You
take the role of a shipyard owner. Your goal is to build the best ships within
the allotted time. as your completed ships leave the yard, they are evaluated
on many criteria and your company’s stock rises. You decide whether to build
fast merchant ships, trans-ocean steamers, or small sailing yachts, while
keeping in mind the bonuses you can receive from your secret government
contracts.
2-4
players
Ages
10+
30
minute play time
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