Mouse Guard

Mouse Guard

Based on the award-winning Mouse Guard comic book and graphic novel series by David Petersen, this pen-and-paper traditional RPG designed by Luke Crane contains everything players need to know about the world of the Guard including rules for forming patrols and heading up missions into the Territories. Features artwork and extensive background material from series creator David Petersen.

The boxed set includes: Softcover Rulebook, 4 decks of player cards, Mouse Guard dice, GM screen, Character sheet & GM sheet pads, a Suplement booklet with new rules & new missions, and a map of the Mouse Guard territories.

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Deception: Murder in Hong Kong

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A social game of deduction and deception. Who among you can see through the lies? Who is capable of getting away with murder?

In Deception: Murder in Hong Kong, players find themselves in a scenario of intrigue and murder, deduction and deception. One player is the Murderer, secretly choosing their weapon and the evidence they leave behind. Another is the Forensic Scientist who holds the key to convicting the criminal but is only able to express their knowledge through analysis of the scene. The rest are investigators, interpreting the clues to solve the crime – and the killer is among them. Investigators must collaborate and use their wits, their hunches, and their keen deductive insight to correctly identify the means of murder and the key evidence to convict the killer. The murderer must mislead and confuse the investigators to save themselves.

Do you have what it takes to see through the lies and catch the criminal in your ranks or will they muddy the waters long enough to get away with murder?

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Tyrants of the Underdark

Tyrants of the Underdark pits 2 to 4 players against each other to take over territory in the tumultuous Underdark, mashing up deck-building mechanics with board control.

Designed by Peter Lee, Rodney Thompson, and Andrew Veen, and produced by Gale Force Nine, Tyrants of the Underdark is a competitive board game in which you play as a drow house recruiting monsters, cultists and demons to aid you in controlling locations such as Menzoberranzan and Blingdenstone. Using power and influence as resources, Tyrants of the Underdark features multiple strategies you can use in crafting your deck of minions. Be the spymaster infiltrating your enemy’s strongholds or the deadly war-leader concentrating on assassinating enemy troops. No matter how you decide to play, whoever controls most of the Underdark at the end of the game wins, unless there’s some hidden strategy in play.

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Ten Candles

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Ten Candles is a zero-prep tabletop storytelling game designed for one-shot 2-4 hour sessions of tragic horror. It was released in December 2015 and is best played with one GM and 3-5 players. It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a “tragic horror” game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about “winning” or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left.

The setting of Ten Candles will change game to game as the gamemaster selects different “modules” to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.

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Troyes

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During the late middle ages, the French city of Troyes was a center of Western European conflict. It witnessed the marriage of a French queen to an English king, Joan of Arc’s crusade to liberate France, the Black Death, the arrival of the Gypsies, the birth of Arthurian romance, and more — all before a tremendous fire destroyed the city and its ornate Cathedral, consigning the greatness of Troyes to history.

You can experience the greatness of this medieval French city in the board game Troyes. Combining the unpredictability of dice with a tight economy and plentiful player interaction, Troyes challenges you to lead a group of citizens through a tumultuous time and compels you to make tough strategic decisions in every round. Will your citizens become Archers or Artisans? Will you help build the Cathedral, or battle Heresy? Above all, how will you survive the constant attacks, skirmishes, and battles of the Hundred Years War, and earn your family some fame in these tumutluous times?

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Spyfall 2

Spyfall 2

Spyfall is a party game unlike any other, one in which you get to be a spy and try to understand what’s going on around you. It’s really simple!

Spyfall is played over several rounds, and at the start of each round all players receive cards showing the same location — except that one player receives a card that says “Spy” instead of the location. Players then start asking each other questions — “Why are you dressed so strangely?” or “When was the last time we got a payday?” or anything else you can come up with — trying to guess who among them is the spy. The spy doesn’t know where he is, so he has to listen carefully. When it’s his time to answer, he’d better create a good story!

At any time during a round, one player may accuse another of being a spy. If all other players agree with the accusation, the round ends and the accused player has to reveal his identity. If the spy is uncovered, all other players score points. However, the spy can himself end a round by announcing that he understands what the secret location is; if his guess is correct, only the spy scores points.

After a few rounds of guessing, suspicion and bluffing, the game ends and whoever has scored the most points is victorious!

Spyfall 2 features the same gameplay as Spyfall with two important changes: (1) Enough location cards are included that the upper player count is now twelve instead of eight, and (2) two spies can be found at each location, giving all of the non-spy players more of a challenge when it comes to tracking down who doesn’t belong.

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Arkham Horror: The Card Game

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Something evil stirs in Arkham, and only you can stop it. Blurring the traditional lines between roleplaying and card game experiences, Arkham Horror: The Card Game is a Living Card Game of Lovecraftian mystery, monsters, and madness!

In the game, you and your friend (or up to three friends with two Core Sets) become characters within the quiet New England town of Arkham. You have your talents, sure, but you also have your flaws. Perhaps you’ve dabbled a little too much in the writings of the Necronomicon, and its words continue to haunt you. Perhaps you feel compelled to cover up any signs of otherworldly evils, hampering your own investigations in order to protect the quiet confidence of the greater population. Perhaps you’ll be scarred by your encounters with a ghoulish cult.

No matter what compels you, no matter what haunts you, you’ll find both your strengths and weaknesses reflected in your custom deck of cards, and these cards will be your resources as you work with your friends to unravel the world’s most terrifying mysteries.

Each of your adventures in Arkham Horror LCG carries you deeper into mystery. You’ll find cultists and foul rituals. You’ll find haunted houses and strange creatures. And you may find signs of the Ancient Ones straining against the barriers to our world…

The basic mode of play in Arkham LCG is not the adventure, but the campaign. You might be scarred by your adventures, your sanity may be strained, and you may alter Arkham’s landscape, burning buildings to the ground. All your choices and actions have consequences that reach far beyond the immediate resolution of the scenario at hand — and your actions may earn you valuable experience with which you can better prepare yourself for the adventures that still lie before you.

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Not Alone

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It is the 25th century. You are a member of an intergalactic expedition shipwrecked on a mysterious planet named Artemia. While waiting for the rescue ship, you begin to explore the planet but an alien entity picks up your scent and begins to hunt you. You are not alone! Will you survive the dangers of Artemia?

NOT ALONE is an asymmetrical card game, in which one player (the Creature) plays against the rest (the Hunted).

If you play as one of the Hunted, you will explore Artemia using Place cards. By playing these and Survival cards, you try to avoid, confuse or distract the Creature until help arrives.

If you play as the Creature, you will stalk and pursue the shipwrecked survivors. By playing your Hunt cards and using the mysterious powers of Artemia, you try to wear down the Hunted and assimilate them to the planet forever.

NOT ALONE is a light immersive card game resting on guessing, hand management, and a pinch of deck-building.

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HMS Dolores

dolores

Eric M. Lang and Bruno Faidutti have joined forces to create the ultimate prisoner’s dilemma game. Do you cooperate and risk getting outsmarted by a greedy player? Or do you compete and risk losing everything?

You are pirates who just looted a ship and must negotiate how to split the treasure. There are seven types of loot with values from 1 to 3. At the end of the game, you only score the treasure types you have the most and least of.

On each turn, open four new treasures: two in front of you and two in front of your neighbour. Simultaneously decide how to split them. Choices:

Peace (I want the 2 in front of me)
War (I want them all)
First pick (I want just one, pick first)

If both players choose peace, split the loot evenly. If both choose war, lose all treasure. If both choose first pick, lose all treasure.

The game continues until the Dawn Card is drawn. 15 minutes!

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Vinhos Deluxe Edition

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Vinhos (the Portuguese word for “wines”) is a trading and economic game about wine making. Despite its small size, Portugal is one of the world’s leading wine producers. Over six years of harvests, cultivate your vines, choose the best varieties, hire the best oenologists, take part in trade fairs, and show your opponents you are the best winemaker in the game.

As winemakers in Portugal, the players develop their vineyards and produce wine to achieve maximum profit. The object of the game is to produce quality wines that can be exchanged for money or victory points.

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