Showing posts with label skull. Show all posts
Showing posts with label skull. Show all posts

Wednesday, November 20, 2013

New from Asmodee!

Coming Soon!

ASMSKR01N
Skull
$24.99 SRP

An ancient game of ornate skulls and dangerous roses, Skull is simple to learn but dangerously difficult to win. You must bluff, lie and pierce through the deceptions to expose the roses. Be wary, though, if you happen across a skull, the consequences are dire!

Players will hold three rose cards and one skull. Add a card to the pile in front of you, and when you feel lucky, announce your challenge and declare how many cards you will flip. Cards that show a rose are safe, but if you expose your opponent's hidden skull, you lose one of your own cards. Keep your cards to the bitter end to win this clever game of deception and perception!

Ages 13+
3-6 players
15-45 minute play time

Contains:
6 tribes, each with 3 flower-discs
1 skull-disc
1 player mat
Rule book

ASMC3K01
C3K: Crossover Cyclades/Kemet
$14.99 SRP

Send the mighty Kraken down the River Nile to bolster your armies, or bring the mighty phoenix to battle to resurrect your fallen warriors. The creatures of Egypt will invade Cyclades, and the mighty mythological monsters of Greece will descend on the land of Kemet.

This expansion will allow players to use the miniatures from their copy of Cyclades in their games of Kemet, providing new powers that can be added to their armies. Players can also use the Egyptian creatures out of their copy of Kemet in their games of Cyclades, providing new powers and abilities.

Ages 13+
2-5 players
90 minute play time

Contains:
7 cards for Cyclades
6 tiles for Kemet
Rule book

ASMNWP01
Expedition: Northwest Passage
$49.99 SRP

In 1845, Sir John Franklin led an expedition to discover the route that would connect the Pacific and Atlantic. When he disappeared, explorers from Britain and America set out to find the missing voyage and succeed where Franklin failed by finding the Northwest Passage.

Carefully place exploration tiles, maneuver around ice floes, discover islands and send your crews on sleds across solid land. Be careful, as the seasons progress, the North gets colder, and the last thing you want is to find yourself stuck in the ice, losing crews and equipment. Be the first to discover the route to the Pacific to earn the Prestige you need to bring victory for your team!

Ages 13+
2-4 players
45 minute play time

ASMORIG01
Origins
$49.99 SRP

Starting with just a few small tribesmen, build up your people and expand across the globe. Grow and explore as you claim straits and hunting grounds and uncover innovations like fire and stonecraft.

On your turn, you may evolve, migrate or swap places with another pawn. Establish villages, claim key locations, and build innovations. When the game ends, earn points for completing objectives, controlling important locations, and building a society with many innovations.

Ages 10+
2-4 players
45 minute play time

Contains:
1 main board
1 rewards board
36 tribe pawns
36 villages
30 innovation tiles
6 hunting tokens
11 strait tokens
48 cards

ASMPROS01
Prosperity
$49.99 SRP

Manage a country on the rise as it discovers new technologies, builds new roads, invests its capital and balances its needs against its environmental impact. Balance the needs of your nation against the cost of progress, and lead your country to an age of prosperity.

Prosperity requires players to strike a balance; increase your energy or control your pollution, spend extravagantly or advance cautiously. You will have to build roads across your nation, research new technologies, build income and manage expenditures. In the end, victory depends on making the best progress while still maintaining a clean nation.

Ages 13+
2-4 players
60 minute play time

Contains:
1 technology board (with score track)
60 tiles
4 double-sided country maps
60 environment chips
20 markers (in 4 colors)
28 banknotes (4x50, 20x100, 4x500)
Rule book

ASMJSSA01US
Jungle Speed Safari
$24.99 SRP

Normally, calm reigns supreme amongst the animals of the jungle. But when the time comes to eat, the animals gather round the forest of totems and their wild instincts take over. The hungriest animals race to catch their prey first. Others become angry and shout, whilst the chameleon hides. When the hunter appears, there is panic! The animals must protect themselves.

In turns, players flip the first card from their draw pile onto their score pile. Every card that is drawn eventually triggers an action. For example, if a player turns a hungry animal card, all players must race to grab the appropriate totem to satisfy the animal, the player that grabs the totem will add the hungry animal card to their score pile.

Ages 5+
2-6 players
15 minute play time

Contains:
5 totems (food)
42 cards
1 bag
Rule book

Friday, December 16, 2011

New Paizo Offerings

February 22nd Street Date

PZO3022
Item Cards: Skull and Shackles
$10.99 SRP
UPC 9781601254078

Lay claim to the high seas with a scallywag’s stockpile of weapons, magic items, and other plunder. The riches of pirate kings and lost empires awaits discovery in the Skull & Shackles Pathfinder Adventure Path. This 54-card set of beautifully illustrated, full-color item cards allows you to track your newest and most dastardly treasures in vibrant detail.

PZO4036
Map Pack: Ships Cabin
$12.99 SRP
UPC 9781601254061

GameMastery Map Pack: Ship’s Cabin contains 18 full-color 5 x 8-inch map tiles, stunningly crafted by cartographer Jason Engle, that combine to form a variety of seaworthy locales fit for both pirates and privateers! These tiles also link up with Flip Mat: Pirate Ship.

PZO9055
PFA: The Wormwood Mutiny (SC)
$19.99 SRP
UPC 9781601254047

The adventurers wake up in the hold of a ship at sea, only to discover they’ve been press-ganged into a crew of scoundrels, thieves, and buccaneers from the pirate isles of the Shackles. When they’re assigned to a captured ship as part of a skeleton crew, the adventurers finally have a chance to stage a mutiny, but a sudden storm strands them on an isolated island inhabited by strange monsters? Can the adventurers survive the dangers of the island to overthrow their cruel captors and take control of their own destinies? Will they become feared pirates with their own ship, or will they meet their ends in a watery grave?

PZO9243
PFCS: Distant Worlds (SC)
$19.99 SRP
UPC 9781601254030

This 64-page softcover explores the solar system of the Pathfinder campaign setting. Along with extensive gazetteers and maps of each of the numerous planets of this system (including the war-torn Red Planet of Akiton, the undead world of Eox, the primeval Green Planet of Castrovel, gas giants, asteroids, moons, and more), this book includes guidelines for traveling from world to world and exploring the dark depths of outer space. Rules for several new monsters, alien races, and magic round out the otherworldly offerings.

PZO9422
PFPC: Pirates of the Inner Sea
$10.99 SRP
UPC 9781601254054

Details on pirate strongholds, from the tropical isles of the Shackles to the Varisian city of Riddleport and beyond, present a wide range options for freebooters, corsairs, scallywags, and even government-sponsored privateers throughout the Inner Sea region. Pirate-themed archetypes, new spells and magic and feats, piratical character traits, a pirate slang primer, and more await plunder in this player-friendly book! Perfect for use with the Skull & Shackles Adventure Path!

PZO8507
PF Tales: Song of the Serpent
$9.99 SRP
UPC 9781601254078

To an experienced thief like Krunzle the Quick, the merchant nation of Druma is full of treasures just waiting to be liberated. Yet when the fast-talking scoundrel gets caught stealing from one of the most powerful prophets of Kalistrade, the only option is to undertake a dangerous mission to recover the merchantlord's runaway daughter—and the magical artifact she took with her. Armed with an arsenal of decidedly unhelpful magical items and chaperoned by an intelligent snake necklace happy to choke him into submission, Krunzle must venture far from the cities of the merchant utopia and into a series of adventures that will make him a rich man—or a corpse.