Coming
in October!
ASMABY01US
Abyss
$59.99
SRP
Internal
unrest brews among the court of the Abyss. The warlike Crabs bring chaos
against the wise mages of the Jellyfish while the merchant Shellfish wage trade
wars against the insidious Squid politicians. Can you recruit the allies you
need to master the lords of the Abyss? Venture to Abyss, where players must
battle monsters, recruit allies, and sway the great lords of the deep. The
right hand of ally cards will let you control the lords who will help you seize
the kingdoms of the Abyss. Be careful of your foes, though, because treachery
abounds in the lands under the sea!
Abyss
is a game of development, combination and collection in which players try to
take control of strategic locations in an underwater city. To achieve this,
players must develop on three levels: first by collecting allies, then using
them to recruit Lords of the Abyss, who will then grant access to different
parts of the city. Players acquire cards through a draft of sorts, and the
Lords of the Abyss acquired on those cards grant special powers to the
cardholder but once you use the cards to acquire a location, that power is shut
off, so players need to time their land grabs well in order to put themselves
in the best position for when the game ends.
2-4
players
Ages14+
Note: The first print run of Abyss will have
five alternate covers. However, games are randomly selected and we cannot
guarantee a certain cover for your order.
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ASMDIX06US
Dixit:
Daydreams
$29.99
SRP
In
Dixit, each round one player takes on the role of Storyteller, choosing one
card from his hand, then telling a story, singing a ditty, or otherwise doing
something that in his opinion is associated with the played card. Each other
player then chooses one card in her own hand and gives it to the Storyteller in
secret. These cards are shuffled and revealed, then players vote on which card
was played by the Storyteller. If either no one or everyone votes for the
Storyteller, then he receives no points; if he received some votes but not all
of the votes, he scores based on the number of votes received. Each player who
submitted a correct vote or who received a vote on her card submission also
scores. After a certain number of rounds, the player with the most points wins.
Dixit:
Daydreams is an expansion for Dixit that contains 84 new cards beautifully
illustrated by Frank Dion.
3-6
players
Ages
8+
30 minute play time
ASMTIM07
Timeline:
Americana
$14.99
SRP
From
the first Stetson hat to the unveiling of the first iPad, America’s history and
its popular culture have gone hand in hand. See if you can remember when the
Red Sox traded Babe Ruth, or when Lindbergh crossed the Atlantic. American
popular history was never so much fun!
Timeline:
Americana takes the players through a historical tour of the popular history of
the country. Each player has a hand of cards, and they take turns placing those
cards correctly into the growing timeline. Guess correctly to get rid of all of
your cards and win the game!
2-8
Players
Ages
8+
15
minute play time
ASMTIM06
Timeline:
America History
$14.99
SRP
Which
happened first, the Salem Witch Trials or the foundation of Harvard College?
Was Watergate before Woodstock? Sure, it’s easy to know whether the discovery
of America came before the Deepwater Horizon oil spill, but how well can you
remember everything that happened in between?
In
Timeline: America History, players have hands of cards and take turns
attempting to place the cards correctly into the growing timeline. Easy at
first, but rapidly growing more difficult, Timeline: America History will
test your knowledge and help you learn the history of the nation.
2-8
Players
Ages
8+
15
minute play time
ASMLOX01
Lords
of Xidit
$59.99
SRP
The
Black Southern Host has arisen, corrupting the hearts of the indigenous
creatures. Afflicted by a mysterious sickness, they are attacking human cities.
The last remaining hope for restoring peace to Xidit lies with the Kingdom’s
noble heirs, the Idrakys. As one of them, you must roam the Kingdom recruiting
brave soldiers and reclaiming threatened cities. Your bravery will not go
unrewarded: accumulate wealth, send bards to sing your praises, and build
Sorcerers’ Guilds!
Lords
of Xidit features simultaneous programming and an elimination-based scoring
system that leaves no room for complacency! In more detail, at the end of the
game players compare their influence in one category and the player with the
least influence is eliminated and his pieces removed from the board; players
then compare influence in another category, with a player again being removed.
The order of elimination is randomly determined at the start of play, forcing
you to thinking in different ways each game.
Prepare
to ride out, Idrakys, and forge your legend!
3-5
Players
Ages
14+
90
Minute Play Time
ASMHYB01US
Hyperborea
$99.99
SRP
The
mythical realm of Hyperborea was ruled by an ancient civilization that used
magical crystals as their main source of energy. With time, the Hyperboreans
became greedy, and their search for power in the deep made the crystals
unstable, causing earthquakes, mutations, droughts and floods. Hyperboreans
just dug deeper, and only a few wise mages, foreseeing the inevitable, built an
unbreakable magical barrier. When the unharnessed magical energy was unleashed
from the deep, the Hyperborean civilization was destroyed in a single day, only
the magical barrier preventing the disappearance of life from the whole land.
Over
centuries, six rival realms were born from the ashes of the Hyperborean
civilization: the militarist Red Duchy; the Emerald Kingdom and its
death-delivering archers; the Purple Matriarchy fanatically worshipping the
goddess of life; the skilled diplomats and merchants of the Golden Barony; the
Coral Throne with its efficiently organized society and finally the secluded
and enigmatic Celestial Reign.
The
fragile peace between the different realms was not intended to last. One day,
the magical barrier suddenly collapsed. A whole new land stood in front of the
six kingdoms, still haunted by the old Hyperboreans turned into harmless but
ominous ghosts, full of ruins to discover and cities to explore. Each realm is
now sending its best warriors and explorers to Hyperborea in order to achieve
dominance over their rivals, but which will prevail? Brutal strength or deep
understanding of science? The discovery of valuable artifacts in the lost ruins
or the retaking of long, lost cities? Only you, as the leader of one of the
factions, can lead your people to the ultimate dominance over Hyperborea!
Set
in a mythical land of the same name, Hyperborea is a light civilization game
for 2 to 6 players that takes 20-25 minutes per player. The game begins at the
time when the magic barrier protecting access to the mythical continent of
Hyperborea suddenly falls.
Each
player takes the role of the leader of a small kingdom situated just outside
the now open to be conquered and explored land. Her kingdom has limited
knowledge of housing, trade, movement, warfare, research, and growth, but new
and exciting powers are hidden in Hyperborea. During the game, this kingdom
will grow in numbers and raise armies, extend its territory, explore and
conquer, learn new technologies, etc...
The
game’s main mechanism, which can be described as “bag-building”, involves you
building a pool of “civilicubes”. Each cube represents specializations for your
kingdom: war, trade, movement, building, knowledge, growth. Grey cubes
represent corruption and waste, and players will acquire them by developing new
technologies. Power corrupts by its own definition, and the more complex a
society becomes, the more waste it generates. Each turn, players draw three
random cubes from their bags, then use them to activate knowledge
(technologies) they own. But be careful, with great power also comes great
responsibility.
2-6
players
Ages
14+
20
minute play time
ASMMASC02
Mascarade
Expansion
$14.99
SRP
The
Masquerade resumes anew! Will you succumb to the charms of the Courtesan, or
the spells of the Necromancer? Attend a Masquerade of the renaissance and try
to discover the identity of your opponents. Who is telling the truth? Who is
bluffing? Reveal the truth all while hiding your own true identity!
Requires
base game to play.
2-13
players
Ages
10+
30
minute play time
Coming
in November!
ASMSEVEN05
7
Wonders: Babel
$39.99
SRP
All
civilizations have their eyes turned towards the horizon as the prestigious
Tower of Babel is erected slowly toward heaven. Each player can decide whether
or not to bring assistance to this emergent civilization by participating in
the construction of the tower and its surrounding monuments.
7
Wonders: Babel includes two modules for use with the 7 Wonders base game, and
they can be used individually or together in any combination with other
expansions.
ASMCOLT01
Colt
Express
$49.99
SRP
On
the 11th of July, 1899 at 10 a.m., the Union Pacific Express has left Folsom,
New Mexico, with forty-seven passengers on board. After a few minutes, gunfire
and hurrying footsteps on the roof can be heard. Heavily armed bandits have
come to rob honest citizens of their wallets and jewels. Will they succeed in
stealing the suitcase holding the Nice Valley Coal Company’s weekly pay,
despite it having been placed under the supervision of Marshal Samuel Ford?
Will these bandits hinder one another more than the Marshal since only the
richest one of them can come out on top?
In
Colt Express, you play a bandit robbing a train at the same time as other
bandits, and your goal is to become the richest outlaw of the Old West. The
game consists of five rounds, and each round has two phases:
Phase 1: Schemin’- Each player plays 2-5 action cards on a common pile, with
the cards being face up or face down depending on the type of the round.
Instead of playing a card, a player can draw three cards from her deck.
Phase 2: Stealin’- The action cards are carried out in the order they were
played, with a player’s best laid plans possibly not panning out due to
mistakes and oversights!
The
game takes place in a 3D train in which the bandits can move from one car to
another, run on the roof, punch the other bandits, shoot them, rob the
passengers, or draw the Marshal out of position. The train has as many cars as
the number of players, and each car is seeded with gems, bags of loot or
suitcases at the start of play. Players will plan ahead and play cards to steal
the most loot, shoot their opponents, move around the train and elude Marshal
Ford. Will you be the richest bandit in the outlaw gang?
2-6
players
Ages
10+
40
minute play time
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