SW: Deadlands: Noir (HC)

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Jul 232013
 

Noir (HC)SW: Deadlands: Noir (HC)

$29.99 SRP

New Orleans, 1935. Whoever called this “the Big Easy” sure got that one wrong. Things are tough all over. Honest work is hard to find, and even dishonest jobs are getting scarce. The one thing that’s not in short supply is trouble. From shady thugs to crooked cops to Mafia soldiers, there’s plenty of characters out there looking to give an honest Joe a hard time. And that’s not the worst of it. There are stories going round about things that go bump in the night. Things you wouldn’t want to meet in a dark alley on a darker night. And those stories aren’t just coming from rummies or saps who read that Epitaph rag. Still, there are a few heroes left in the concrete jungle. Steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans still struggle against the encroaching darkness. With enough moxie-and more than a little luck-they might just be enough to turn the tide.

Deadlands Noir is a pen-and-paper roleplaying game set in the world of Pinnacle Entertainment’s award-winning Deadlands universe. It includes new Edges, Hindrances, and powers, as well as new rules for handling detective work, the state of the Union and the CSA in the Depression-era, a complete Plot Point campaign, and of course, more monsters and ghouls than you can shake a smoking .45 automatic at.

Deadlands Noir is not a complete game. It requires the Savage Worlds core rules to play.

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Savage Worlds: Deadlands: Noir Companion (Hardcover, 8.5 x 11)

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Jul 232013
 

Noir Companion (Hardcover, 8.5 x 11)Savage Worlds: Deadlands: Noir Companion (Hardcover, 8.5 x 11)

$39.99 SRP

Deadlands Noir introduced you to the rain-soaked streets of “the Big Easy” and the heroes who battle from its shadows. The Deadlands Noir Companion shines a light on the rest of Noir North America-including Chicago, Shan Fan, Lost Angels, and the incredible City of Gloom. The Companion also introduces martial artists, and adds Sykers and the Blessed to the ranks of those struggling against the eternal darkness. Don’t go alone into the black night, shamus. Take a Companion.

Deadlands Noir Companion is not a complete game. It requires Deadlands Noir and the Savage Worlds core rules to play.

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Navajo Wars: A History of the American Southwest, 1598-1864

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Jul 232013
 

Navajo WarsNavajo Wars: A History of the American Southwest, 1598-1864

$69.00 SRP

SDI

 

In Navajo Wars, you the player must use skillful planning and cunning against a constantly changing and aggressive enemy.

 

Navajo Wars uses a unique mix of cards and an enemy instruction matrix to drive the actions of the enemy. More than just chart-checking and die-rolling, in Navajo Wars, the player has to make lots of meaningful decisions in order to win. To keep the enemy at bay, you must use plan ahead to build up your tribe’s population. You must attack enemy outposts, and raid enemy settlements. You will need to plant and harvest corn, and develop herds of sheep as well as horses in order to survive the slow desertification of the American Southwest. You will need the wisdom of your tribe’s elders to guide your people through treacherous times and further develop your tribe’s culture to survive the influences of an alien civilization set out to subjugate you.

 

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A Distant Plain: Insurgency in Afghanistan

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Jul 232013
 

A Distant PlainA Distant Plain: Insurgency in Afghanistan

$78.00 SRP

 

 

Afghanistan; a scene of tribal, ethnic, colonial, and Cold War conflict across the ages. Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it. A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so. In their sanctuary across Pakistan’s border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp.

 

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency situation and strategic challenges will be new.

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Cuba Libre: Castro’s Insurgency, 1957-1958

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Jul 232013
 

Cuba LibreCuba Libre: Castro’s Insurgency, 1957-1958

$69.00 SRP

 

 

In December 1956, paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and, after a disastrous initial encounter with government forces, a total of just 12 men. Two years later, through masterful propaganda and factional maneuver, Castro, his brother Raúl, and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency.

 

Cuba Libre will be easy to learn for Andean Abyss players, both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4 and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life.

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The Phantom Society

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Jul 232013
 

The Phantom SocietyThe Phantom Society

$39.99 SRP

Yes, welcome to this country famous for its whisky, the Highlands, its  castles, and its ghosts! The Phantom Society is a ghost-hunting game in which you play as sly spirits seeking to ruin a manor hotel or, if you prefer, intrepid ectoplasm hunters (a bit destructive round the edges) who never falter in the pursuit of their prey. While the ghosts have to be cunning and use psychology in order to remain concealed, the hunters use observation and deduction to flush out their sneaky targets.

2-4 players

Ages: 8+

Play time: 20 minutes

 Posted by at 3:44 PM

Hungry Dragon: Amazon Edition

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Jul 232013
 

Hamster PressHungry Dragon: Amazon Edition

$14.99 SRP

 

Fight a dragon. Steal treasure. Don’t get eaten. The dragon hunter’s creed.  Heroes have tracked a dragon back to its lair. Now they battle the beast while snatching up treasures. They can steal the good stuff from one another while the fight goes on. All the while the dragon fights back swallowing heroes and treasures that slowly move towards the beast’s fiery stomach. Prepare to make some noise, this is a boisterous game.  The Amazon and Pirate versions of the game add together to form a single bigger game.  

 

Hungry Dragon is a 54 card deck fighting/stealing game that includes character, weapon, treasure, and dragon part cards. Players control the dragon or a team of four heroes. The heroes move in close to fight, hang back a little to snatch treasure, or stay safe out of range of the dragon’s claws. Each turn players get a free move and may make one action. Their chance of success is based on how much noise they make. Make a roar and the roll is okay. Brag about how well you do and the chance of succeeding is great. Once the dragon is dead (or escapes) the player with the most valuable treasure wins!

 

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Lord of the Rings: The Black Riders Expansion

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Jul 222013
 

Lord of the Rings blackLord of the Rings: LCG: The Black Riders Expansion

$29.95 SRP

SDI

 

The Black Riders Saga Expansion for The Lord of the Rings: The Card Game allows players to face new challenges in three scenarios drawn directly from the early chapters of The Fellowship of the Ring. Hide from Nazgûl, meet new Hobbits, and confront the lure of the One Ring!

 

New Boon and Burden cards ensure your actions have consequences, while a new Easy Mode allows you to tailor the game to your individual play style and skill level.

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D&D: Forgotten Realms: Murder in Baldur’s Gate

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Jul 212013
 

Murder in Baldur’s GateD&D: Forgotten Realms: Murder in Baldur’s Gate

$34.95 SRP

Murder in Baldur’s Gate is an adventure for character levels 1-3 set in one of the most popular cities in the Forgotten Realms. Players take on the role of heroes defending the city against an ancient evil long thought slain.

 

Contains:

64 page Campaign Guide

32 page Adventure Book

DM Screen

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Leviathans Ship Quirks and Crew Abilities Deck

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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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