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Locomotive Werks

 Gaming News, Queen Games  Comments Off on Locomotive Werks
Jul 062012
 


Locomotive Werks

$ 59.95 SRP

 

During the 19th century, the German railway network expanded rapidly. However, technical progress was not only due to the ever-growing traffic network, but was also accelerated by the construction of more and more powerful locomotives. In this game, the players assume the role of pioneering railway engineers who try to push the development of technologically advanced locomotives and to gain as much profit as possible from selling them. Contents: 1 game board, 80 double-sided counters, play money(coins), 43 locomotive cards, 5 player order cards, 20 dice, 1 rules booklet

 Posted by at 5:45 PM
Jul 052012
 

In this Box Breaking Matt busts open the Cygnar Colossal from Privateer Press from Warmachine.  He reveals the pieces for you.  Won’t believe how big the resin body is. Plus the feet are huge.

 

 

 

 

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Summer Blitz Dream Pod 9 Has Lost it

 Blitz, Dream Pod 9, Heavy Gear  Comments Off on Summer Blitz Dream Pod 9 Has Lost it
Jul 042012
 

From John Ngyuen Director of Marketing for Dream Pod 9

Dream Pod 9 is launching its Summer Blitz Event! Today we are announcing free eBooks of our Heavy Gear Blitz core rules as well as reduced prices on other eBooks and bundles from DriveThru RPG. Check back over the next two weeks as we’ll be announcing additional offers on books and miniatures.

To kick it off, everyone can try the Heavy Gear Blitz rules for free!

You can download the Heavy Gear Blitz Field Manual: Core Rulebook Revised and the Heavy Gear Blitz! Locked and Loaded eBooks for FREE on DriveThru RPG this summer. The Field Manual is the most up-to-date rule set for Heavy Gear Blitz. Locked & Loaded includes background information and setting details as well as current army briefings for the North, South, and Peace River factions. Both eBooks are full color and contain a wealth of artwork and photographs of miniatures.

All you need to play the game now are some Heavy Gear Blitz Miniatures and a few friends.

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Sky Traders From fantasy Flight Games

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Jul 032012
 

Sky Traders

$ 49.95 SRp

 

Launch your skyship into the clouds in Sky Traders, a board game of adventure, commerce, and intrigue for two to five players. Evade ruthless Wind Pirates and manipulate the commodities market. Work with your peers to create larger profits for everyone, or try to undermine your rivals and keep all of the revenue for yourself. Trade your way to fortune and fame as you attempt to take control of the powerful Sky Guild! • A board game of trading and negotiation for 2-5 players • Players assemble a unique board for each game, creating additional replayability • Includes a finely sculpted miniature for each sky trader • Control the value of trade goods and gain Influence with the powerful Sky Guild • Plot your course and rise to the ultimate rank of Master of the Sky Guild.

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The Price of Infamy from Paizo for Pathfinder

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Jul 012012
 

The Price of Infamy

$ 19.99 SRP

Slated for August

The adventurers now have their own island and port, but they’ll need more than one ship to defend it. They must scour the harbors and docks of the Shackles to recruit more ships and more crews to their flag. But when a rival from their past sends a fleet to attack them, they must defend their island home. And when they sail to his island to get their revenge, the adventurers discover a traitor whose betrayal threatens all of the islands of the Shackles. “The Price of Infamy” is a Pathfinder Roleplaying Game adventure for 11th-level characters. This volume continues the Skull & Shackles Adventure Path, delving into the secrets of the deadly cult of Norgorber, god of thieves and assassins, along with presenting new rules for battles between whole pirate fleets. New monsters from the depths of the sea and exotic islands fill the Pathfinder Bestiary, while Robin D. Laws (author of the Pathfinder Tales novel The Worldwound Gambit) continues his tale of pirates and lost treasures in the Pathfinder’s Journal.

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Parsec RPG

 RPG's  Comments Off on Parsec RPG
Jun 292012
 

Parsec RPG

$ 20.00 SRP

 

Parsec is a science-fiction tabletop RPG that sticks close to what is feasible given what we know about the world today – the only big “cheat” is the new technology of faster-than-light travel. The setting is composed of things we can easily imagine in our own future, without any supernatural elements like psionics or magic. It’s a simple, versatile game, and you can probably teach the system, create characters and be ready to play in an hour or two the first time you sit down. Through this game, you portray stories of people who are living on Earth or elsewhere in our solar system about 100 years in our future. You tell their stories one scene at a time, focusing on the conflicts they get into, the secrets they know, and what they want most. Meanwhile, around them, neo-feudal corporations and a new world government fight for supremacy on a ravaged Earth while the very first FTL drive-ships change space travel forever. The stories you tell take place in vast post-urban wastelands, the crumbling fringes of great cities, cutting-edge and vibrant city cores or inside vast arcologies – or off-world, on permanent space-stations in orbit around Earth, colonies on Luna or Mars, mining operations in the Asteroid Belt, outposts on Europa or Titan, or on one of the many ships connecting all of them. Whether your character is an urban tribal insurgent or a corporate spy or a space-faring pirate captain, a simple system helps you get your character into interesting conflicts and fight her way out of them.

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Wiraqocha From Coffee Haus Games

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Jun 292012
 

Wiraqocha

$ 60.00 SRP

 

We are in the early XXth century, but the world is not as we know it. In 1895, exploring Amazonia, Auguste Copperpot discovered a gate to a lost valley, occupied by a primitive civilization. Wiraqocha Valley was the name he gave to this remote Eden. This world enclosed a treasure that was going to revolutionize modern sciences, namely the Somnium, an orange luminescent crystal showing amazing properties. It can be used as fuel, affects matter and even time. Immediately, this virgin land became a new Eldorado for European colonists. Empress Victoria II decided to send several conglomerates to share this promised land and reap the fruits to her benefit. Zeppelin fleet, full of scientists, adventurers and looters, clouded the Atlantic sky. Wiraqocha Valley is represented by an adjustable board consisting of 22 hexagonal tiles, each of them being identified by a number from 1 to 12, or a dice combo (pairs or straights). In his turn, each player rolls some six-sided dice, combining them to take possession of territories, or to protect from the opponents the ones he already owns. Every hexagon affords resources or special capacities, which are means to influence die results to fit one’s strategy. There are three ways to win: bring back a huge cargo of Somnium to the Empress; acquire enough scientific knowledge to build the Leviathan, a terrifying weapon serving the Kingdom; or find in the temple depths the four relics that will allow you to reach Wiraqocha’s treasure.

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Der Weltkrieg: The Grand Campaign From Decision Games in July

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Jun 292012
 

Der Weltkrieg: The Grand Campaign

$ 79.95 SRP

 

July 28, 1914: The peace of Europe is shattered. Rapid fire cannons and machine guns usher in a new and deadlier form of warfare. The major powers had prepared for years, building up massive armies and navies. It was supposed to end quickly. War was now too expensive, too deadly. But they would fight on to the death. The War begins with sweeping invasions. Great armies marching to the largest battles yet seen. Murderous fire produces unimaginable casualties. Exhausted, they dig in. The Armies develop Siege Howitzers, Poison Gas, Tanks, and Combat Aircraft. New tactics attempt to overcome the deadlock of trench warfare. Mass Tank Attacks, Storm Troopers, Drumfire Barrages. The war is on multiple fronts. Belgium, France, Italy, Austria, Serbia, Greece, Turkey, Poland, Russia, Romania, Palestine, Mesopotamia. The conflict is much broader than just the battlefields. Factories must be supplied and people fed. Produce the guns, shells and bullets the armies need, or face disaster. The Grand Campaign combines all of the Der Weltkrieg series titles. Link all of the campaigns together to simulate the entire war from start to finish. All options are now on the table, as you control everything.

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The Zombies!!! Card Game

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Jun 292012
 

The Zombies!!! Card Game

$19.99 SRP

 

You are so tired. You just can’t run anymore. Your breath sounds like a jet engine and sweat has soaked every inch of your body. A shower would be nice. Hell, just being able to catch your breath would be great… Who are we kidding? Ten whole minutes not completely enveloped in sheer terror would be heaven. To bad the zombie horde looking to make you lunch doesn’t see it the same way…

The Zombies!!! Card Game simulates the coming zombie apocalypse in card game form. Each player uses their own deck to form the narrative of their attempted escape. The first player to make their way to the “helipad” at the bottom of their deck escapes certain death and wins the game.

The ground-breaking card design allows for each card to be used for the card effect printed on the front or as a location as indicated by the card’s back.

Zombies!!!: The Card Game features 104 intensely illustrated cards, a six-sided die and complete rules.

The zombies are right behind you. Do you have what it takes to survive?

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Rune Lore: The Winter Runes from Troll Lord Games

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Jun 282012
 

Rune Lore: The Winter Runes

$ 24.99 SRP

 

Rune Lore introduces the magical Rune Stones and the Runemark to Castles & Crusades. The rune stones and their accompanying runes are presented for use as both magic items and as spells. Integrating them requires no new rules. The magical stones and runes are usable by any character of any race or class, allowing players to quickly and seamlessly integrate the runemark into their existing games. Spell Casters use them as spells to flesh out their magical grimoires. The spell versions of the runes are slightly more powerful, either in duration or in a affect due to the nature of the magic using class’s archetypical abilities. The series of loosely connected adventures in Chapter 3: The Runemark, lends themselves to a highly scripted campaign or as drop in adventures as the Castle Keeper may need. Each adventure is 2-6 pages long and laid out in such a way that they should be playable in a single nights play. CKs may have to flesh out the adventure with smaller jaunts of their own design. Rune Lore offers the game a highly compact, versatile expansion to the C&C game without any noisy rules or cumbersome add on systems. The Rune Lore material offers the CK and player a wide arena for expansion either on their own or with other Runes as detailed by TLG.

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