Doomtown: Reloaded

Doomtown: Reloaded

The classic collectible card game Deadlands: Doomtown returns as an Expandable Card Game in Doomtown: Reloaded. Featuring four factions fighting for control of Gomorra, California. Doomtown: Reloaded allows you to build your own deck from a fixed set of cards in the box. Play your dudes to control deeds in the town, and use actions, hexes, and more to thwart your opponents.

Shootouts are resolved via a poker mechanism as every card has a suit and value. Preparing for the hands you want to draw is as much a part of deck building as choosing the actions and dudes you’ll want to play. Your deck is built around an Outfit, one of the four main groups attempting to control Gomorra, California, and these outfits are:

The Law Dogs: The Sheriff and his deputies, tasked with enforcing law and order in an extremely chaotic town.
The Sloane Gang: The main cause of a lot of the chaos, the Sloane Gang takes what they want, no matter who it costs.
The Morgan Cattle Company: Progress and investment, Morgan Cattle has moved into the surrounding ranch lands and uses its deep pockets to influence the town.
The Fourth Ring: It’s that circus that’s been here for months, but I swear it just arrived…

The base set of Doomtown: Reloaded will be followed by Saddlebag expansions, in-store OP events, and the Badge Series of tournaments.

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Lords of Xidit

Lords of Xidit

The last remaining hope for restoring peace to Xidit lies with the Kingdom’s noble heirs, the Idrakys, who roam the Kingdom recruiting brave soldiers and reclaiming threatened cities.

Fantasy adventure Lords of Xidit features simultaneous programming and an elimination-based scoring system that leaves no room for complacency. At the end of the game players compare their influence in one category and the player with the least influence is eliminated and his pieces removed from the board; players then compare influence in another category, with a player again being removed. The order of elimination is randomly determined at the start of play, forcing you to thinking in different ways each game.

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Tammany Hall

Tammany Hall

“The way to have Power is to take it,” said William “Boss” Tweed.

Tammany Hall is a game of backstabbing, corruption, temporary alliances, and taking power at all costs. If you want to rule New York, you are going to need to play the city’s growing immigrant populations against one another. Help the immigrant groups who owe you political favors, call in those favors to slander your rivals, and win elections.

In Tammany Hall, players help immigrants settle in New York, collect political favors from those immigrant groups, send ward bosses into Manhattan to secure votes, and slander political opponents. An election is held at the end of every fourth year, and the player who uses his power base best will be elected mayor. The Mayor’s grip on the city is tenuous at best. After every election, the Mayor must pay off his political rivals by placing them in offices that they can wield to try to take control of the city. Every player is your friend, every player is your enemy.

Tammany Hall was the political machine that dominated New York City politics by organizing the immigrant populations. While the organization’s influence spanned from its founding in the 1790s to its collapse in the 1960s, this game is set in lower Manhattan roughly between 1850 and 1870 – the era of Boss Tweed.

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Warhammer 40,000: Conquest

Warhammer 40,000: Conquest

Warhammer 40,000: Conquest is a two-player Living Card Game® of interplanetary warfare in the gritty futuristic setting of Warhammer 40,000. By hurling you into a life-and-death combat for the Traxis sector, Warhammer 40,000: Conquest forces you to secure your hold over the sector’s key planets. You must balance the concerns of present battles and future conquests as your warlord leads your armies to glorious victory. To claim the Traxis sector, you must conquer or die.

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Fire in the Lake

Fire in the Lake

Vietnam, 1964. The most wrenching US engagement of the Cold War would be far more than GI versus Charlie. The conflict had set tribesman against nationalist, Buddhist against Catholic, mandarin against villager, and of course Northerner against Southerner—even among the communists. As revolutionary change burned through that ancient civilization, Washington would apply its armament and its operations research. To get out, the US counterinsurgency would have to motor deeper and deeper in. In the end, culture and will would overcome technology and math and signal the end of the primacy of industrial might in modern warfare.

Volume IV in GMT’s COIN Series dives headlong into the momentous and complex battle for South Vietnam. A unique multi-faction treatment of the Vietnam War, Fire in the Lake will take 1 to 4 players on US heliborne sweeps of the jungle and Communist infiltration of the South, and into inter-allied conferences, Saigon politics, interdiction of the Ho Chi Minh Trail, air defense of Northern infrastructure, graduated escalation, and media war.

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Five Tribes

Five Tribes

Crossing into the Land of 1001 Nights, your caravan arrives at the fabled Sultanate of Naqala.

The old sultan just died and control of Naqala is up for grabs!

The oracles foretold of strangers who would maneuver the Five Tribes to gain influence over the legendary city-state.

Will you fulfill the prophecy? Invoke the old Djinns, move the Tribes into position at the right time and the Sultanate may become yours!

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Russian Railroads

Russian Railroads

In Russian Railroads, players compete in an exciting race to build the largest and most advanced railway network. In order to do so, the players appoint their workers to various important tasks. The development of simple tracks will quickly bring the players to important places, while the modernization of their railway network will improve the efficiency of their machinery. Newer locomotives cover greater distances and factories churn out improved technology. Engineers, when used effectively, can be the extra boost that an empire needs to race past the competition.

There are many paths to victory: Who will ride into the future full steam ahead and who will be run off the rails? Whose empire will overcome the challenges ahead and emerge victorious?

Russian Railroads – A game of planning, strategy and optimization for 2-4 Emperors.

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Infamy

Infamy

In the Martian mining colony of ARES-6, crime pays. Three factions vie for control of this corrupt new world and everything within it. You are a mercenary known as a “freelancer”, here to profit off the conflict, to make a name for yourself – but ambition alone isn’t enough. A network of seedy contacts will assist you in undertaking the dangerous missions necessary to bolster your rep. Whether it’s hiring henchmen to carry out your dirty work or plotting with secret schemes, you’ll let nothing stand between you and your squalid goals.

In Infamy, players find that nearly anything can be bought for the right price. Players attempt to win the game by being the first to reach 15 Infamy points or by reaching the highest reputation level in any one of three factions: the Harada Cartel, the Trust Megacorp, or the PKD Militia. The core of this auction and influence game is the “Pay to Play” mechanism in which players must sacrifice bidding power in order to place any bids at all. Spend too much time bidding against an opponent, and your currency will dwindle – but if you refuse to bid, you’ll be forced to watch your opponent acquire all those things that only the criminal underworld can deliver.

Here at the end of the world, where everyone and everything has its price, there is but a single ambition that endures: Infamy.

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Lewis & Clark

Lewis & Clark

On November 30, 1803, the United States purchased Louisiana from Napoleon. Thomas Jefferson decided to send two explorers, Meriweather Lewis and William Clark to discover this huge terra incognita.

In Lewis & Clark, each player leads an Expedition aiming at crossing the continent. Each player has his own Corps of Discovery that will be completed by the Native Americans and the trappers met during the trip.

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Theseus: The Dark Orbit

Theseus: The Dark Orbit

Theseus: The Dark Orbit puts players in the heart of a conflict between five factions trapped on the eponymous space station in deep space. Only one can survive…

Command the marine forces! Use deadly weaponry, setting traps and mines in corridors to defend the human race.

Command the alien race! Use secret passages and ventilation ducts to launch surprise attacks and grow small aliens to take control of the station.

Command the scientists! Use computers and technological devices to gather data and record information about other inhabitants of the station.

Command the Greys race! Use their mind powers to control the enemy and use them for your own purposes.

The fifth faction? It’s a mystery. It’s precisely why you made the trek to Theseus, and it’s precisely why you will die…

In Theseus: The Dark Orbit, players move their pawns around the space station and activate the abilities of different rooms. Every move you take changes the movement possibilities of your opponent. On your turn, you need to think about which room you want to reach and (in addition) how to mess your opponent’s movement, which leads to great choices and meaningful decisions.

Rooms abilities change during the game as players install trait cards that give rooms new abilities and skills. Players create Theseus during gameplay by placing traps, smart guns, secret passages and many other features. In every game Theseus looks different; in every game it’s deadly for you in a new way…

Rules for team play allow players to engage in incredibly emotional 2-vs-2 battles. With perfectly balanced factions, players will be able to fight engaging and deadly battles as a teams. Each faction has a unique deck of cards, and before the game starts, you discard ten cards from the deck. In basic mode you discard at random, while in tournament (master) mode you choose cards and build your deck. With five factions and 110 cards, the game can provide years of unique experiences.

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