The Stuff of Legend The Boardgame
Players: 3–6 • Ages: 14+ • Play time: 60–90 min.
As Allied forces fight the enemy on Europe’s war-torn beaches, another battle begins in a child’s bedroom in Brooklyn when the nightmarish Boogeyman snatches a boy and takes him to the realm of the Dark. The child’s playthings, led by the toy soldier known as the Colonel, band together to stage a daring rescue. On their perilous mission, they will confront the boy’s bitter and forgotten toys, as well as betrayal in their own ranks.
In The Stuff of Legend, each player takes on the role of one of the boy’s loyal toys, each with their own unique abilities. Players work cooperatively, scouring the Dark in search of the Boy before the Boogeyman can escape with him. Players beware—through the course of the game, your allegiance may change, and at any point, one of your fellow players could be secretly working against you for the wicked Boogeyman.
BattleTech: Way of the Clans Premium Hardback
In the 31st century, the BattleMech is the ultimate war machine. Thirty meters tall—and vaguely, menacingly man-shaped—it is an unstoppable engine of destruction. In the 31st century, the Clans are the ultimate warriors. The result of generations of controlled breeding, Clan Warriors pilot their BattleMechs like no others.
In the 31st century, Aidan aspires to be a Warrior of Clan Jade Falcon. To win the right to join his Clan in battle, he must succeed in trials that will forge him into one of the best warriors in the galaxy—or break him completely. In the 31st century, Aidan discovers that the toughest battle is not in the field, but in his head—where failure will cost the ultimate price: his humanity.
BattleTech: Bloodname Premium Hardback
Truebirth: Born in the laboratory, these genetically engineered soldiers train to be the ultimate warriors. They are the elite pilots of the Clan’s fearsome BattleMech war machines. Freebirth: Born of the natural union of parents, these too are soldiers, but pale imitations of their Truebirth superiors. Despised for their imperfections, they fight where and when their Clan commands.
Aidan has failed his Trial of Position, the ranking test all Truebirth warriors of the Clan Jade Falcon must pass. He is cast out. Disgraced. His rightful Bloodname denied him. But with a Bloodname, all past failures are forgiven. With a Bloodname comes respect. With a Bloodname comes honor. Aidan will do anything to gain that name. Even masquerade as the thing he has been taught to despise. A freebirth.
BattleTech: Falcon Guard Premium Hardback
In 2786, the elite Star League Army fled the Inner Sphere, abandoning the senseless bloodshed ordered by the Successor Lords. Now, almost three hundred years later, the Clans, heirs of the Star League Army, turn their eyes back upon their former home. Nothing will stop them from raising the Star League banner over Earth once again.
For two years, the Clans BattleMech war machines have overwhelmed the armies of the corrupt Successor Lords. Now, at the gates of Earth the Clans must fight one final battle—a battle that will decide the fate of humanity for all time. For Star Colonel Aidan Pryde of Clan Jade Falcon, the battle is more than a question of military conquest. It is an affirmation of the superiority of the Clan way, a way of life that he has sworn to uphold despite his fear that the noble crusade has fallen prey to the lust and ambition of its commanders.
Uncharted Journeys (5E)
It’s not the destination; it’s the journey. From the award-winning team that brought you Doctors and Daleks, Adventures in Middle-earth, and Victoriana 5e comes Uncharted Journeys for 5e! Uncharted Journeys brings detailed travel rules to the 5th edition of the world’s most popular roleplaying game and provides in-depth yet simple rules for creating memorable and compelling journeys. Make travel a fun and rewarding part of your 5e game!
Undertake perilous journeys as your intrepid party blazes new trails across strange and uncharted lands. Strike out across unforgiving tundra and forge your path through deadly jungles as you battle to reach your destination. Experience travel in 5e as never before with thousands of possible encounters. Meet strange and unforgettable characters along the road, and uncover lost and forgotten ruins. Expand your 5e experience with new character abilities. Your journey starts here!
WFRP: Winds of Magic
This is magic in a pure but unstable form. Thanks to the wise counsel of Teclis, greatest of the High Elf Mages, Human wizards have learned to draw upon a single facet to work with a form of sorcery which is relatively safe, but still capable of feats of vast power. These isolated strands of raw magical energy are known as Winds of Magic.
Winds of Magic is a comprehensive guide to the practices and traditions taught by the eight Colleges of Magic. As well as providing background to the development of magic in the Empire, it includes details of a multitude of magic practices, creatures, and places.
The Winds of Magic Collector’s Edition is a veritable Grimoire, with a faux-leather cover embossed with the details of Paranoth’s Wheel and the symbols of the Colleges of Magic, spot UV to highlight even more detail and texture, and a gold-foil stamp that would make the finest print presses in Altdorf proud. The spine of the book is rounded with raised hubs, and the book is reminiscent of the sort of dusty tomes one might hide in the attic from prowling witch hunters.
All eyes turn to Salzenmund in hope that it may provide opportunity and secure the Empire’s coastline. It is a city of significant riches, for the nearby Silver Hills are abundant in precious metal and trade flows in from the Sea of Claws to the north. Cosmopolitan and vibrant, the cults of Sigmar, Manann and Ulric flourish here in relative harmony.
Salzenmund promises opportunity and excitement to adventurous souls. Explorers depart from the city to trade with fur-clad Norscans or brave the wide sea to Lustria. But the ruling Gausser family, newly installed and ambitious, threaten the stability of the Empire. The head of the family talks of a reconquest of the Wasteland and defiance of their old masters in Middenheim. In the taverns by the docks, vicious and crooked folk conspire in smuggling and piracy. Worse still, the honeyed whispers of forbidden cults entice the truly desperate into the worship of Chaos.
800 Pound Gorilla
Players: 3–6 • Ages: 8+ • Play time: 10–15 min.
800 Pound Gorilla is a game by the makers of Taco Cat Goat Cheese Pizza! Players will be completing actions and yelling silly phrases while grabbing coconuts and bananas. If the spinner lands on a gorilla, players must claim the right-sized gorilla—but finding it isn’t as easy as it looks! It’s easy to learn, for all generations, with endless replay.
Dragon & Skull Dice
There are many difficult decisions in life, but with the Dragon & Skull d6 Dice Sets, that’s one you no longer need to agonize over. Fulfill all your mystical needs in one easy package!
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