Pathfinder Adventure Card Game

Pathfinder Adventure Card Game: Rise of the Runelords Base Set

The Pathfinder Adventure Card Game is an expandable game, with the first set containing nearly 500 cards. The Rise of the Runelords – Base Set supports 1 to 4 players; a 110-card Character Add-On Deck expands the possible number of players to 5 or 6 and adds more character options for any number of players. The game will be expanded with bimonthly 110-card adventure decks.

Launch a campaign to strike back against the evils plaguing Varisia with this Base Set. This complete cooperative strategy card game pits 1 to 4 heroes against the traps, monsters, deadly magic, and despicable foes of the Pathfinder Roleplaying Game’s award-winning Rise of the Runelords Adventure Path. In this game players take the part of a fantasy character such as a rogue or wizard, each with varying skills and proficiencies that are represented by the cards in their deck. The classic ability scores (Strength, Dexterity, etc.) are assigned with different sized dice. Players can acquire allies, spells, weapons, and other items. The goal is to find and defeat a villain before a certain number of turns pass, with the villain being represented by its own deck of cards complete with challenges and foes that must be overcome. Characters grow stronger after each game, adding unique gear and awesome magic to their decks, and gaining incredible powers, all of which they’ll need to challenge greater threats in a complete Pathfinder Adventure Card Game Adventure Path.

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Agents of SMERSH

Agents of SMERSH

A STORYTELLING BOARD GAME SET IN THE 1970s COLD WAR ERA.

SMERSH is a portmanteau of two Russian words that translates to “Death to Spies.” It operated as a counter-intelligence agency by the Red Army during the 1940s. Despite having had a large number of paid employees, little was known about the agency until recently when Russia opened their archives.

Agents of SMERSH is a cooperative Storytelling game that pits players as UN Secret Service Spies set in an alternate 1970s timeline against a newly formed and independent SMERSH. The game will be able to accommodate play with either The Encounter Book that contains over 1500 written encounters with a similar reaction matrix to Tales of the Arabian Nights – or played more simply with only encounter cards with shorter encounters and no matrix. Agents of SMERSH includes custom dice to determine success or failure of encounters, and more strategic play from what is typically expected of a Storytelling board game. There are plenty of James Bond gadgets, guns, cars, pop references and detailed artwork – not to mention a touch of humor. The game features the artwork of George Patsouras (The Resistance & Flash Point).

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Moonbase Alpha

Moonbase Alpha

The two men knelt in the shadow of the rock outcropping and gazed at the destruction in the crater below them. Combat reporters, they made their living with words, but this time words failed them. The ambush had been perfectly executed. For less than an hour of soundless fury, moondust had erupted below them as the well-hidden crawlers, MCUs, and PMC soldiers of the Luna Mining Corp poured fire into the exposed ranks of the troops and MCUs of Mond Bergbau AG. Now as the dust drifted lethargically down, the two men could see wreckage and death spread out before them across the lunar surface.

Moonbase Alpha is a simulation of lunar combat in an alternative history between two exo-planetary private corporations that have hired private “security” companies to enforce their territorial and intellectual property rights. In Moonbase Alpha, the first player to inflict enough casualties on his or her opponent to drive their stock price down or earn enough profit to maximize their own stock price wins a major victory. The corporation with the highest stock price at the end of negotiations wins a minor victory.

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Darkest Night

Darkest Night

Darkest Night, by designer Jeremy Lennert, is a fully-cooperative board game for one to four players (up to six with variants), set in a kingdom broken under a necromancer’s shadow. Each player takes on the role of one of the kingdom’s last heroes (nine playable characters), each with a unique set of special abilities, just as they hatch a plan to save the realm.

Searching the kingdom provides new powers and equipment to strengthen you and your party, as well as the keys that can unlock the holy relics and defeat the necromancer. You can acquire many powerful abilities—unique to each hero—that can help to fight the undead, elude the necromancer’s forces, accelerate your searches for items and artifacts, and more. The knight is a brave and powerful warrior; the prince can rally and inspire the people; the scholar excels at locating and restoring the treasures of the past.

But ravenous undead roam the realm, and as the necromancer continues to build his power base, he blights the land and his army steadily grows. As the game wears on, the necromancer becomes more and more powerful, creating blights more quickly and effectively. If an area becomes too blighted, it gets overrun—and the monastery receives the spillover. And if the monastery is ever overrun, the necromancer wins and the kingdom is swallowed in darkness!

Before the monastery falls, it’s up to you and your party to defeat the necromancer in one of two ways: If you can gather three holy relics and bring them all back to the monastery, you can perform a powerful ritual to break the necromancer’s power and scour the land of the undead. Alternatively, you can try to defeat the necromancer in direct combat—but be warned, he will readily sacrifice his minions to save himself.

Can you save the kingdom from darkness? Do you have the courage, the cunning and the will to withstand the necromancer and his forces? Strategize, plan and bring out the best of your abilities to end our Darkest Night!

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Legends of Andor

Legends of Andor

Legends of Andor is a cooperative adventure board game for two to four players in which a band of heroes must work together to defend a fantasy realm from invading hordes. To secure Andor’s borders, the heroes will embark on dangerous quests over the course of five unique scenarios (as well as a final scenario created by the players themselves). But as the clever game system keeps monsters on the march toward the castle, the players must balance their priorities carefully. Will their heroes roam the land completing quests in the name of glory, or devote themselves to the defense of the realm? Uncover epic tales of glory as you live the Legends of Andor!

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Nothing Personal

Nothing Personal

The Capo is getting old and about to retire. You think. Maybe it’s time for you to make your moves from behind the scenes, to put the gangsters into play that support your goals. Will you gain the most respect?

Nothing Personal is a game for 3-5 players. Players attempt to gain the most respect in five turns (five years) by amassing respect amongst the mafia through influence, negotiation, blackmail and bribery.

Players take turns playing influence cards to take control of gangsters and work them up the chain of power. Each position and gangster has their own special abilities that give players the edge they need to accrue the respect they deserve – to become the Boss of Bosses.

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Sekigahara

Sekigahara

Sekigahara is a simple 3-hour block game based on the campaign in 1600 that unified Japan. Hidden information on blocks & cards, but no dice. Cards are not events (this isn’t a typical “card-driven wargame”) but rather motivation (suited by clan). Units fight only when a matching card is produced.

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Letters from Whitechapel

Letters from Whitechapel

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called “the wretched” – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel’s streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

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Zoneplex

Zoneplex

In the far future, humanoid empires of the universe turned to an intense study of ancient civilizations that existed on a planet known as Earth. They learned that these ancients simultaneously built pyramids towards the sky and had an extensive knowledge of the stars. It was rumored that perhaps they were the original colonizers and space-farers of the first human age.

Now, at the edge of a colossal black hole, a pyramid-craft known as the Zoneplex has emerged with legendary markings and glyphs of the deep past. The known empires have sent their elite warrior-monk mystics on a one-way mission to gain control of the Zoneplex, to emerge victorious and ultimately control the pathways of the universe and time itself.

Zoneplex is a game that combines a tile-laying/exploration mechanism, a collaborative battle system and a zone control system to create an intriguing adventure in an alien pyramid.

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Renaissance Man

Renaissance Man

In Renaissance Man, each player is an example of the title character – skilled as a scholar, a merchant, a knight, and a baker – and throughout the game will hire, recruit and train others with the goal of producing a Master of one of these four areas of study. Each round consists of players creating actions by combining a worker in play with a card from hand:

Merchants hire new workers.
Knights compete to recruit workers from the common pool.
Bakers offer their goods in exchange for workers’ actions.
Scholars train others in the ways of the Renaissance Man.

Instead of providing these actions for a player, a worker in play can be assigned to support higher-level workers. Two workers are required for support, and they are laid out as such in a pyramid-fashion. Five workers create a player’s foundation, and the first player to complete a pyramid structure of fifteen workers creates a single Master of study, thus winning the game. A little luck will help along the way, but the day will surely go to the player who finds the most clever ways out of the trickiest situations in Renaissance Man!

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