Oct 022013
 

In this Box Breaking Matt busts oen Badlands Rally from Dream Pod 9 for Heavy Gear.   Watch as he explores the variant models used for this miniature board game.

 

 

Check back next week to see how easy the box goes together in Figure Forge.

You can learn more about Badlands Rally and Heavy Gear at Dream Pod 9.

 

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Keyflower: Key Celeste Expansion

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Aug 162013
 

Key Celeste ExpansionKeyflower: Key Celeste Expansion

$5.00 SRP

Discovered drifting out to sea, unmanned and apparently abandoned, the Key Celeste ship was towed to shore. Her cargo was untouched and the personal belongings of passengers and crew were still in place. What had caused the crew to abandon ship? The terrible truth was soon apparent. The Key Celeste had become a ghost ship!

Key Celeste, a mini-expansion for Keyflower, is comprised of one large Key Celeste hexagonal tile, one oversize grey ghost keyple, and a rules sheet. Players bid for the Key Celeste tile and obtain the ghost in the same way that they bid for the turn order tiles. The owner of the ghost can use it to frighten away and replace another player’s winning bid. The player who played the ghost takes the replaced worker(s) and places them behind his screen. These workers are now available to play by that player in the usual way. Points are available at the end of the game for the owner of the Key Celeste tile and additionally for the ghost if they own both.

Key Celeste adds more interest and considerations to Keyflower and changes this popular game in more ways than gamers are likely to initially anticipate!

2-6 players

Ages 12+

90 minute play time

Level 7 [OMEGA PROTOCOL] from Privateer Press

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Aug 112013
 

Level 7Level 7 [OMEGA PROTOCOL]

$89.99 SRP

 

Their greatest weapon is fear. Yours is an assault rifle.

 Now overrun with swarms of monstrous genetic creations led by their nefarious alien overseers, the underground facility of Subterra Bravo is the epicenter of an unfathomable government conspiracy, one that must be kept secret at all costs. To cover up the truth, the shadowy agency in charge of the operation has initiated Omega Protocol, dispatching an elite team of commandos to retake Subterra Bravo and eradicate all evidence of the sinister creatures within. But the threat these creatures and their alien overlords pose may be far greater than anyone can possibly imagine.

 

LEVEL 7 [OMEGA PROTOCOL] is a tactical miniatures-based board game for 2-6 players. Fearlessly enter the belly of the beast as part of a highly trained team of operatives and work together to neutralize all threats, or take control of the creatures inhabiting Subterra Bravo and ensure the human intruders know true terror before they meet their grisly fate.

 

Contains:

37 Plastic Figures            18 Special Dice

36 Tiles                              5 Commando Character Sheets

156 Tokens                       16 Overseer Dashboard Pieces

74 Markers                        153 Cards

2 Round Tracker Pieces  1 Mission Guide

1 Rulebook

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From Queen Games

 Queen Games  Comments Off on From Queen Games
Aug 112013
 

Lost LegendsLost Legends

$49.99 SRP

In Lost Legends, players take on the role of heroes trying to assemble an arsenal of equipment in order to battle increasingly ferocious monsters as they quest deeper into danger. The game begins with all players choosing one of five heroes each with their own strengths and weaknesses. Each player fights their own monster; this is not a cooperative game. The monster each hero will likely face is revealed to them before players draft cards for their equipment. An interesting aspect in this game is you may, if the conditions are right, evade a monster in front of you, and pass it to the hero next to you but at the cost of having to fight the monster you draw next!

Players then select an equipment card drafted from a hand of cards, and pass the remainder of the hand to your left to prepare for battle with the monster in front of them. The equipment draft continues in this manner until only one card is left in each hand, which is discarded. Players then compare their drafted equipment to their monster to determine the result of the battle! The game consists of 3 levels filled with monsters to slay and new equipment to pick up.

Players need Legend Points to win the game! These come in the form of trophies awarded for most monsters as well as sets of monsters slain. Can you defeat the monsters thrown in your path to glory and become the most Legendary?

3-5 players

Ages 10+

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Duel of Ages II Master Set

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Aug 112013
 

Duel of Ages II Master SetDuel of Ages II Master Set

$129.99 SRP

 

Master Set expansion to the Basic Set (requires the Basic Set to play).

 

2-16 players

Ages 12+

 

Contains:

21 Map Platters                                   12 Dome Keys

144 Characters                                    48 Henchmen

302 Treasure Cards                             100 Challenge Cards

88 Guardian Cards                              54 Blue Encounters

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Duel of Ages II Base Set

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Aug 112013
 

Duel of Ages II Base SetDuel of Ages II Base Set

$49.99 SRP

 

Duel of Ages II is a time-scramble board game played between two opposing sides each having 1 to 4 players, with uneven size allowable. Each side controls a selected team of 8 – 12 characters from different ages of time: Ancient, Colonial, Modern and Future. The goal is to win greater glory in overcoming adventures and in tactical combat than the opposing team.

 

Game play is an unusual mix of tactical wargame-style combat, treasure gathering, and non-combat character teamwork and adventuring, and has no close comparison to other games. Differences between characters are significant, with many having poor fighting skills. Game play and winning is therefore an act of balancing fighting, treasure-gathering and adventuring.

 

2-8 players

Ages 12+

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Firefly: The Game

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Aug 082013
 

Firefly The GameFirefly: The Game

$49.99 SRP

 

 

In Firefly: The Game, players captain their own Firefly-class transport ship, traveling the ‘Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job: so long as it pays. Double-dealing employers, heavy handed Alliance patrols and marauding Reavers are all in a day’s work for a ship’s captain at the edge of the ‘Verse.

 

Firefly: The Game is a high-end, thematic tabletop board game from Gale Force Nine (GF9). It will be the first in a series of tabletop hobby board games and miniatures games from GF9 set in the Firefly Universe.

 

2-4 players

Ages 13+

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Box Breaking 78: FLUXX the Board Game from Looney Labs

 Board Games, Box Breaking, Featured, Looney Labs  Comments Off on Box Breaking 78: FLUXX the Board Game from Looney Labs
Aug 042013
 

In this Box Breaking Matt tears open the Fluxx Board Game from Looney Labs.  Fluxx the Board Game is a tabletop representation of their hit card game – where everything is in a state of Constant Change.

Thank you for watching, We will have a how to video for you in a couple of days.

Leviathans Ship Quirks and Crew Abilities Deck

 Board Games, Catalyst Game Labs  Comments Off on Leviathans Ship Quirks and Crew Abilities Deck
Jul 212013
 

Ship Quirks and Crew Abilities Deck

There won’t be new ships or the Captain’s Box at Gen Con. Still trying to work out a new process in production that will finally allow the line to move forward in a way that will be both profitable for Catalyst and a regular release schedule for players.

In the mean time, we’re trying to see if we can’t get something to Gen Con for Leviathans players. I’ve talked about this concept before. That we’ve been working on and off on these things forever, but we’re pushing to see if we can’t have a deck of Ship Quirks and Crew Abilities for sell; they won’t be for sell in stores anytime in the near future, but we’ll look at putting them on sell online after Gen Con.

So…what would these cards entail? Why would we want these in the game? Well…as any good miniatures game progresses…well, you add to it. Simply the nature of the beast. And for me, right from the get go as I was designing the game and then polishing it up through endless playtests, a slew of fun rules would come into my head and I’d jot them down. Ultimately, however, any of these rules do not work as “standard” rules…in fact, they won’t even work within the Captain’s Manual “enchanced rules”. Instead, they’re perfect for players to add some unique flavor to a ship in a given scenario to mix up game play.

Taking directly from the rules text that introduces both the Ship Quirks and the Crew Abilities:

Not every ship is the same, even among ships of the same class and Type. Anyone that has served on board a vessel knows the complexity of their construction creates unique design quirks that bring a flavor all their own to each ship. This is all the more true for leviathans that are still relatively nascent technologies.

The following is a series of positive and negative quirks, each with a numerical value that determines the relative strength or weakness of a given quirk. It is strongly recommended that if a player chooses a positive quirk for his ship, he or she should give it a negative quirk of equal as well. However, each playing group can decide if negative quirks must balanced positive quirks.

CREW ABILITIES
A ship is far more than the nuts and bolts and electroid that holds it together in the sky. The men and women that bring their skills, passions and blood are what elevate each ship to be far more than the sum of its parts, turning a ship into a legend. The following rules allow players to bring the crew of a ship to life.

“Just show me some of the rules!” I can hear you saying…so here here we go.

First up, the current look of the Ship Quirks and two of many, many cards that’ll be apart of deck.

Right out of the gate, note that these were test layouts done…well…a good while ago, so the rules have progressed in playtesting since then. For example, the current final rules for “Superior Armor” are:

A particularly superlative batch of materials results in superior armor.

All Armor Slots on the ship provide an additional +1 modifier to any Slot Numbers in its Location.

The value for this quirk is based upon the total +1 Breach modifiers provided by all Armor Slots on the ship. For example, the HML Raven has five +1 Armor Slots and so the value of this quirk assigned to that ship would be 5. However, the HML Beagle has five +1 Armor Slots and a +2 Armor Slot, so the value of this quirk assigned to that ship would be 7.

As for “Accurate Weapon”, the final text will have a point value of “+2, +2, +3, +4, +4? to reflect the fact that this helps smaller dice more than larger dice, while it also won’t be able to be used with Bracketing Fire (just too sick).

Next up, the Crew Abilities. You’ll notice no point values on either of these cards…that’s because when these were given a test layout, the points were not yet assigned.

All-Weather is pretty much as is, still, just getting a 1 point cost added.

As for Lady Luck…it’s one of the most powerful of the Crew Abilities, and so will be priced at 5 points. Even then, we’ll be folding in a change to curb it down..a “own ship only” text will keep it from being too sick…but it’s still a great ability.

Anyways…there ya have it! Please note, we are ‘trying’ to have this at Gen Con, but no promises. Regardless, after Gen Con, we’ll move to get these released in PDF format for purchase. They’ll add a wonderful variety of play to any style of game.

For those attending Gen Con, see ya then!

Randall

 

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