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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Subdivision

Subdivision

Subdivision mimics the city-building feel of Bézier Games’ Suburbia, but differs in scope as now each player has been allocated a specific area in which to create the best possible subdivision, filling it with residential, commercial, industrial, civic, and luxury zones, while balancing various improvements to the area, including roads, schools, parks, sidewalks, and lakes. By the end of the game, each player will have created a unique, custom neighborhood with areas that interact with each other, hoping to outscore the competition by having the best subdivision.

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Gravwell: Escape from the 9th Dimension

Gravwell: Escape from the 9th Dimension

After being pulled through a black hole, four spaceships find themselves in a dimension with physics never before encountered and without fuel. By mining and collecting basic elements from the space dust and asteroids in the area, you can muster just enough thrust to move your ship. But in this bizarre dimension, gravity is not working like how you’ve been taught. Your ship will typically travel towards the nearest object… which is usually another ship… and those ships are moving. Sometimes forwards, and sometimes backwards. It’s a real mind-bender!

Time is running out to save your crew and your ship! As a grim reminder of the cost of failing to escape, the frozen hulks of dead spacecraft litter the escape route. But with careful cardplay, you can slingshot past these derelict craft and be the first to escape from the Gravwell!

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Mice and Mystics

Mice and Mystics

In Mice & Mystics players take on the roles of those still loyal to the king – but to escape the clutches of Vanestra, they have been turned into mice! Play as cunning field mice who must race through a castle now twenty times larger than before. The castle would be a dangerous place with Vanestra’s minions in control, but now countless other terrors also await heroes who are but the size of figs. Play as nimble Prince Colin and fence your way past your foes, or try Nez Bellows, the burly smith. Confound your foes as the wizened old mouse Maginos, or protect your companions as Tilda, the castle’s former healer. Every player will have a vital role in the quest to warn the king, and it will take careful planning to find Vanestra’s weakness and defeat her.

Mice & Mystics is a cooperative adventure game in which the players work together to save an imperiled kingdom. They will face countless adversaries such as rats, cockroaches, and spiders, and of course the greatest of all horrors: the castle’s housecat, Brodie. Mice & Mystics is a boldly innovative game that thrusts players into an ever-changing, interactive environment, and features a rich storyline that the players help create as they play the game. The Cheese System allows players to hoard the crumbs of precious cheese they find on their journey, and use it to bolster their mice with grandiose new abilities and overcome seemingly insurmountable odds.

Mice & Mystics will provide any group of friends with an unforgettable adventure they will be talking about for years to come. Assuming they can all squeak by…

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Mice and Mystics: Heart of Glorm

Mice and Mystics: Heart of Glorm

Evil stirs Within the Castle.

Prince Collin and his friends defeated Vanestra, and thought evil had been banished from the castle forever. But deep within those scorched and shadow-haunted halls, something is moving that should not be. A malicious presence has taken root, and it has hatched a scheme that will ensnare the Prince and his friends, and forever change the course of history for the mouse-town of Barksburg.

A New Storybook For Mice and Mystics!

The Heart of Glorm storybook picks up right after the events of Sorrow and Remembrance, letting you and your friends continue the story of Prince Collin, Maginos, Tilda, Nez, Filch and Lily. Included in this expansion are new plastic figures, cards and counters, as well as a new series of chapters sure to test your mettle! And joining the heroes is Neré, a wild mystic who brings her powerful magic and knowledge of alchemy to the battle.

This expansion set requires Mice and Mystics: Sorrow and Remembrance to play.

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A Distant Plain

A Distant Plain

The latest volume in Volko Ruhnke’s COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of Labyrinth: The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path: The Struggle for Peru, and many others.

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss and upcoming Cuba Libre 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.

A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for GMT COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include:

Coalition-Government joint operations.
Volatile Pakistani posture toward the conflict.
Evolution of both COIN and insurgent tactics and technology.
Government graft and desertion.
Coalition casualties.
Returning Afghan refugees.
Pashtun ethnic terrain.
Multiple scenarios.
A deck of 72 fresh events.

… and more.

As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Flow charts are at hand to run the three Afghan factions, so that any number of players—from solitaire to 4—can experience the internecine brawl that is today’s Afghanistan.

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Suburbia Inc.

Your borough has decided that it’s time to incorporate. What does that mean for you, as its city planner? Well, lots more paperwork, that’s for sure – but it also gives you great new possibilities for your little town. In Suburbia Inc, an expansion for the award-winning Suburbia strategy game, you get to develop your … Read more

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Suburbia

Suburbia

Plan, build, and develop a small town into a major metropolis. Use hex-shaped building tiles to add residential, commercial, civic, and industrial areas, as well as special points of interest that provide benefits and take advantage of the resources of nearby towns. Your goal is to have your borough thrive and end up with a greater population than any of your opponents.

Suburbia is a tile-laying game in which each player tries to build up an economic engine and infrastructure that will be initially self-sufficient, and eventually become both profitable and encourage population growth. As your town grows, you’ll modify both your income and your reputation. As your income increases, you’ll have more cash on hand to purchase better and more valuable buildings, such as an international airport or a high rise office building. As your reputation increases, you’ll gain more and more population (and the winner at the end of the game is the player with the largest population).

During each game, players compete for several unique goals that offer an additional population boost – and the buildings available in each game vary, so you’ll never play the same game twice!

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Pathfinder Adventure Card Game

Pathfinder Adventure Card Game: Rise of the Runelords Base Set

The Pathfinder Adventure Card Game is an expandable game, with the first set containing nearly 500 cards. The Rise of the Runelords – Base Set supports 1 to 4 players; a 110-card Character Add-On Deck expands the possible number of players to 5 or 6 and adds more character options for any number of players. The game will be expanded with bimonthly 110-card adventure decks.

Launch a campaign to strike back against the evils plaguing Varisia with this Base Set. This complete cooperative strategy card game pits 1 to 4 heroes against the traps, monsters, deadly magic, and despicable foes of the Pathfinder Roleplaying Game’s award-winning Rise of the Runelords Adventure Path. In this game players take the part of a fantasy character such as a rogue or wizard, each with varying skills and proficiencies that are represented by the cards in their deck. The classic ability scores (Strength, Dexterity, etc.) are assigned with different sized dice. Players can acquire allies, spells, weapons, and other items. The goal is to find and defeat a villain before a certain number of turns pass, with the villain being represented by its own deck of cards complete with challenges and foes that must be overcome. Characters grow stronger after each game, adding unique gear and awesome magic to their decks, and gaining incredible powers, all of which they’ll need to challenge greater threats in a complete Pathfinder Adventure Card Game Adventure Path.

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Agents of SMERSH

Agents of SMERSH

A STORYTELLING BOARD GAME SET IN THE 1970s COLD WAR ERA.

SMERSH is a portmanteau of two Russian words that translates to “Death to Spies.” It operated as a counter-intelligence agency by the Red Army during the 1940s. Despite having had a large number of paid employees, little was known about the agency until recently when Russia opened their archives.

Agents of SMERSH is a cooperative Storytelling game that pits players as UN Secret Service Spies set in an alternate 1970s timeline against a newly formed and independent SMERSH. The game will be able to accommodate play with either The Encounter Book that contains over 1500 written encounters with a similar reaction matrix to Tales of the Arabian Nights – or played more simply with only encounter cards with shorter encounters and no matrix. Agents of SMERSH includes custom dice to determine success or failure of encounters, and more strategic play from what is typically expected of a Storytelling board game. There are plenty of James Bond gadgets, guns, cars, pop references and detailed artwork – not to mention a touch of humor. The game features the artwork of George Patsouras (The Resistance & Flash Point).

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