Players: 1–6 • Ages: 10+ • Play time: 45 min.
As a medieval doctor, your “personality potions”—inspired by the Four Humours—are used to sway citizens in your favor by resolving scenes containing personality struggles throughout the kingdom. Complete the most objectives on the map by winning personality struggles via the “secret worker placement mechanism” using strategy, deduction, cooperation, and of course some personality manipulation.
- 120 Potions
- 24 Objective markers
- 6 Potion bags
- 5 Scene markers
- 6 Game boards
- 6 Party tiles
- 36 Scene cards
- 12 Objective cards
- 1 Solo Mode card
Fall of the Mountain King
Players: 1–5 • Ages: 14+ • Play time: 30 min./player
It is time to share the legend of how we Trolls were driven from our home generations ago, by the relentless Gnome invasion that shattered the seven Clans. one hero among us would rise up to defend the mountain against impossible odds, fight that doomed war with honor, and become the leader our people would need in exile. That legend is yours. That hero is you.
Players: 3–8 • Ages: 8+ • Play time: 20 min.
Lawmakers are cracking down on soda, and tight regulation has made way for lucrative smuggling. One bottle per person is the new law—thus bribes, suitcase inspections, and arrests are on the agenda. Only one will emerge the Soda Kingpin.
Each round, one player takes the role of a border guard while the other players act as travelers. In a quest to acquire coveted carbonation and its accompanying bottle caps, the border guard tries to confiscate as many sodas as possible… Only the cleverest travelers will sneak across with their fizzy contraband. After each player has been the border guard, the game ends and whoever has the most bottle caps wins!
Players: 2–5 • Ages: 8+ • Play time: 20 min.
The Pumafiosi (Puma Fasiosi) operate in a strict hierarchy, from the family’s boss down to the lowest Picciotti. Everyone wants to reach the top, but many find themselves six feet under. Stand out too much and you’ll soon find yourself in prison, if not murdered by rival families.
This clever card game is a refreshingly unique blend of trick-taking and push-your-luck. Each trick, the person who plays the second-highest card wins the round, and they decide where to place that winning card into the Pumafia hierarchy. The catch is that these cards can be knocked down the hierarchy, and the owner of the dropping card takes penalty points!
Players: 2–5 • Ages: 8+ • Play time: 15 min.
Lead the undercover investigation against five criminal groups and gather enough evidence to convict them. However, if you investigate too aggressively, the criminals will smell a rat and go dark!
The master designer of auction games is back with another hit, but this time with a twist! Hot Lead features tense push-your-luck investigations, clever sealed-bid auctions for evidence, and blazingly fast card-play with deceptively simple rules.
Shadowrun: Hack & Slash
Hack & Slash is the core Matrix book for Shadowrun, Sixth World, providing rules, options, and helpful information for deckers, technomancers, and gamemasters. Anyone who uses the Matrix in their game—whether in Shadowrun or another similar setting—will find useful tools and resources in this book. With new programs, sprites, actions, Matrix creatures, and other options, Hack & Slash provides a wealth of options for gamers playing in a virtual world.
This book includes programs, complex forms, artificial intelligences, protosapients, and many other useful and fun Matrix options. It provides information on dynamic virtual realms to visit in the game, including a variety of hosts, the Resonance realms, and Foundations.
WFRP Archives of the Empire Vol 2
Just North of Altdorf, not far from the village of Frederheim, the cult of Shallya maintains a Hospice. Behind its imposing walls, troubled souls receive succour, and a lucky few find respite. One of its denizens, the ‘Lady’ Isabella, worries her carers. Her quill is ceaseless, though few can say what she writes. Despite the best efforts of the hospice staff, strange missives continue to appear in her room. Could there be some truth to her claim that she is collating a truly wondrous collection of writings?
Surely it can not be the case that she is who she claims to be—one Princess Isabella von Holswig-Schleistein, sister to Emperor Karl-Franz I. Some are beginning to wonder…
Archives of the Empire: Volume II focuses on those towering walls of muscle and fat, the Ogres, who hail from the Mountains of Mourn but make their home across the Empire and indeed the world.
Warhammer AOS Soulbound Artefacts of Power
Warhammer Age of Sigmar Soulbound: Artefacts of Power is perfect for those who want to fill their Soulbound games with incredible magical items, adventures about fate-defining artefacts, and terrifying arcane manifestations unlike anything seen before.
Warhammer 40000 RPG W&G Church of Steel
Unveil the mysteries of the Machine Spirit and unleash the massive power of machines of war with Church of Steel, a comprehensive guide to vehicles in Warhammer 40,000: Wrath & Glory. Church of Steel contains rules for more than 80 vehicles from the diverse Factions of the 41st Millennium, and narrative-focused rules for running them in your games.
Take to the Mechanicus workshop to customize your engines of destruction with a panoply of weapons and upgrades, including examinations of Machine Spirits that reside within vehicles of the Imperium. Build a unique history for your venerable vehicle and travel the harsh wastes of the Gilead System with story building travel rules.
Giant Book of Battle Mats Vol 3
Attention, adventurers! Grab your dice, and get ready to roll initiative—the game is afoot. The Giant Book of Battle Mats Volume III is the ideal set of battle mats to keep you party rolling through any and every encounter. Through dungeons, across plains, through forests, town streets, down sewers, and even into a library, your quest for danger, excitement, and treasure starts here!
Witcher Dice Sets: Vesemir
Each set contains 7 polyhedral dice and a metal coin featuring Vesemir’s depiction. The highest-value faces, and the coin reverse, share imagery of a time-worn Wolf School symbol.
Steampunk d6 Dice Set
Gears were turning, noises were heard, and these marvelous 19mm dice came rolling right out of the workshop. Engineer your destiny with the Steampunk d6 Dice Set!
Seahorse d6 Dice Set
Seahorses and their kin come in a variety of shapes and sizes, from the ornate leafy seadragon to the narrow pipefish. And now they take the form of these colorful d6s! Add cool ocean vibes to your favorite game.
Players: 3–6 • Ages: 13+ • Play time: 30–60 min.
You are an agent in the golden age of monster movies! The actors you represent specialize in particular monstrous roles, and you must compete to get them the best ones possible. Tactics and poker-style bluffing will take you far—learn when to stand firm and go to a showdown or back down and accept a lesser role in a short feature. Is it better to employ your big stars now or hold them back to compete for more lucrative films? With a little luck skill and chutzpah, you may be cackling evilly over your victory in Creature Feature!
Players: 2–4 • Ages: 14+ • Play time: 45 min.
In the sleepy English countryside, life continues undisturbed as it has for centuries. It is up to you to travel to every corner of this land, bearing the promise of modernization, accommodating the oddly specific demands of the locals, and ushering in the age of steam.
In Village Rails, you will be crisscrossing the fields of England with railway lines, connecting villages together, and navigating the complex and ever-changing demands of rural communities. Connect stations and farmsteads to your local network while placing your railway signals and sidings ever so carefully. Meet the exacting standards of cantankerous locals planning strangely specific trips, and weigh their demands against your limited funding. There is much to balance in this tricky tableau-building card game of locomotives and local motives.
Stargrave: Hope Eternal
Since the end of the Last War, the great pirate fleets have roamed the ruins of the galaxy, pillaging, extorting, and enslaving. No one has had the power to stand against them, and the desperate few who have tried have been quickly and brutally crushed. However, when the independent crews are hired for a simple hostage rescue, it leads to a dangerous opportunity to strike a blow against tyranny.
Two of the largest and most vicious pirate fleets are meeting for a parlay near the ruins of an ancient research station…one that once experimented with “supernova-level event.” If the crews can locate the station, slip past the pirates, and infiltrate the facility, it might be possible to release such an event just as the fleets have gathered…
Hope Eternal is a solo and cooperative expansion for Stargrave. Along with full rules for playing the game in this new style, the book contains an intricate campaign of connected scenarios. Whether you brave the perils of the campaign alone, or enlist the aid of another independent crew, this is your chance to bring back a little hope to the ravaged galaxy!
Crescendo of Violence
2093, Neo York. A dystopian technological marvel, where concrete high-rises brim with holographic neon, as gilded mob bosses, flashy CEOs, and famous vid-stars all strive to consolidate their power over the masses. And while the rain reflects the neon, it never washes away the grime and filth of the streets.
Welcome to a world of synth-jazz and cybernetics, where the status quo grinds down the hard-working man and vat-grown clone alike. Whether you’re the redemption-seeking gangster, the one good cop in a corrupt system, or the gene-modded musician trying to make it big, you’ll be trying to get by in a city that just doesn’t care.
Epic fight scenes take center stage in this game of stylized, high-octane bloodshed. Jump straight into the action with a unique ruleset designed to deliver a cinematic, neon-noir experience, as the spotlight focuses on the brutal showdowns that will define you—or leave you face-down in the dirt. So get ready to give them hell, as the sultry notes of the saxophone build into a crescendo of violence.