Star Fighters: Rapid Fire
Players: 1–4 • Ages: 10+ • Play time: 30 min.
Star Fighters: Rapid Fire combines the excitement of real-time dice rolling with tactical starship combat. Each player hops into the cockpit of their own starfighter and duels it out in a dogfight to prove who is the superior pilot. The game plays in multiple modes: 1 vs. 1, 3-player free-for-all, 2 vs. 2, or a solo mode in which a single starfighter attacks an orbital space station.
Mother of Frankenstein, Volumes 1–3
Players: 1–6 • Ages: 14+
Mother of Frankenstein is a groundbreaking new puzzle game that combines the best of escape rooms, board games, immersive theater, and novels. MoF offers 10–15 hours of puzzles to solve, 2D and 3D jigsaws to construct, gorgeous documents to parse, and mysterious artifacts to examine, all wrapped up in a shocking reconception of the true story behind Mary Shelley’s famous monster.
Mother of Frankenstein was created by New York Times bestselling author Tommy Wallach and Terry Pettigrew-Rolapp. Tommy and Terry are the founders of Hatch Escapes, home of Lab Rat, the #1 escape room in Los Angeles (LA Mag, TERPECA), and the forthcoming The Ladder.
In Volume 2, you’ll follow Mary Godwin, Percy Shelley, and Claire Claremont to a ball at Castle Frankenstein (yes, Castle Frankenstein was a real place). You’ll construct a 500-piece circular puzzle of the castle floorplan in order to work out just what happened that fateful evening. Afterward, you’ll need to solve the puzzles that alchemist Conrad Dippel set for Mary Shelley while educating her in the nascent field of “alvanism”—research that would one day inspire her famous novel.
In Volume 3, you’ll return to Castle Frankenstein, which you’ll build as a fully realized 300-piece 3D puzzle (which sits atop the 2D puzzle floorplan from Volume 2). Then you’ll have to solve a set of fiendish puzzles in order to learn how to construct the elaborate origami roofs for the various castle buildings. Finally, you’ll progress through a series of “advent calendar”–style diary entries while searching out details in the castle, each time placing a new window into the 3D puzzle. By the time you’ve finished, you’ll have finally learned Mary’s terrible secret…and created a beautiful object you just might want to keep on your mantle forever.
Maglev Maps: Volume 1
Each of these exciting maps includes brand new components, like triple-sized robot Mechs, VIP passenger meeples, Mars, Moon, & London player board unit enhancements, and Maglev Strike tokens. Maglev Metro fans will find learning the rules and setup for these new maps a breeze! Each map alters play in new and interesting ways without straying too far from the critically acclaimed gameplay of the base game.
BattleTech Paint Starter
This selection of The Army Painter material has everything you need to start painting your ‘Mech miniatures: ten bottles of acrylic paint and a brush. While focused on House forces, this starter easily covers Clan ‘Mechs as well.
BattleTech: Lethal Heritage, Premium Hardback
For the past 300 years, since the Star League collapse and the rise of the Five Successor States, these mortal enemies have fought over space, land, and politics. But a new threat looms just outside the Inner Sphere. The descendants of an old Star League general, the Clans, bred to be the best military force humanity has ever seen, have come to take what they believe is rightfully theirs.
BattleTech: Blood Legacy, Premium Hardback
The Clan invaders have chosen their next objective: Luthien, capital of the Draconis Combine. House Kurita must now fight for survival on its homeworld. Hanse Davion is presented with a situation undreamt of…the final defeat of the Dragon itself. Should he attack his distracted foe and destroy the enemy his family has battled for over 300 years? Or should he reinforce a fellow House of the Inner Sphere against a force that Davion and the Federated Commonwealth might not otherwise defeat when their time comes?
And even if the Houses should somehow agree to stand together against the Clan menace, another just as dangerous threat lurks within their very midst. ComStar, the semi-mystic sect that controls interstellar communication, schemes to hurl House Davion, House Kurita, and the Clans into a devastating war that will leave ComStar in a position to dominate the Inner Sphere…
BattleTech: Lost Destiny, Premium Hardback
Invaders from beyond the Periphery, the Clans have beaten the forces of the Inner Sphere repeatedly. Now the Clans are driving toward their ultimate objective—Terra, cradle of humankind, and hub of the ComStar communications network.
Nothing the Inner Sphere has can stop them. The heir to the throne of the Draconis Combine is missing. Whole regiments of BattleMechs lie smashed like abandoned toys. Rasalhague is overrun. The Clans are sweeping toward the center of the known universe in a relentless tide.
Humanity’s only hope is the Inner Sphere’s most powerful traitor. ComStar betrayed the Inner Sphere by aiding the Clans in their conquests. Now the mystic sect that controls all interstellar communication must face the Clan hordes—alone. And a mysterious, elderly warrior—along with the untested warriors of ComStar—is the Inner Sphere’s last defense against total defeat
Aeon's End: Past and Future
Aeon’s End: Past and Future includes two full expeditions: The Past Campaign and the Future Campaign. These narratives can be played in either order—Future first or Past first.
The expansion includes:
- 10 New Mages
- 6 New Nemeses
- 18 New Market Cards
- 15 Stop Decks
- 10 Envelopes
- 2 Narrative Booklets
- 18 Card Dividers for Storage
- All Tokens Required to Play
Here’s the latest 15-card set of monsters and Treasures for any Munchkin game. Steak your claim to this expansion before it’s gone because you’ll veal sad if you miss it…and that’s no bull. This is an expansion for Munchkin. It is not a standalone game. These cards originally appeared in Munchkin Unicorns and Friends.