All eyes are on Otoson Uchi as the Hantei family line has been shaken
up like never before. While the imperial City is the focal point for
these dramatic events, strife is infesting Rokugan from all angles. The
Emerald Empire is breaking down into chaos, who will you support?
Step into the world of Rokugan with Justice for Satsume the third Dynasty Pack in the Inheritance Cycle for Legend of the Five Rings: The Card Game!
Justice for Satsume continues the themes of the Inheritance Cycle, placing an emphasis on Courtiers and Bushi ,introducing a new Disguised character ideal for surprising your opponent, and two Clan Champions!
The future is difficult to determine in the world of Rokugan. Few
could predict the increasingly complicated political situation the
Emerald Empire has become embroiled in. But there is one who claims to
have forseen the path of Rokugan: the enigmatic Togashi Yokuni. The
Dragon Clan Champion has glimpsed the Rising Wave, the strife coming to
Rokugan. But what actions has he taken? Where has he sent the Army of
the Rising Wave and what do they hope to accomplish?
Fantasy Flight games is proud to announce A Champion’s Foresight, the fifth dynasty pack in the Inheritance cycle for Legend of the Five Rings: The Card Game!
A Champion’s Foresight continues the themes of the Inheritance cycle, lending support to the Bushi and Courtiers of Rokugan. It also introduces two new provinces, and a new Stronghold for the enigmatic Dragon Clan.
As political upheaval disrupts the balance in Rokugan, Courtiers are
needed more than ever to stand for their clan in court. While blades on
the battlefield can turn the tide of the conflict, it is the courtiers
and politicians of Rokugan who can use their power to enact massive
changes in the Emerald Empire, and those who have the Emperor’s ear can
shift the entire balance of Rokugan.
Experience the courts of the Emerald Empire with The Children of
Heaven, the fourth of Dynasty Pack of the Inheritance cycle for Legend
of the Five Rings: The Card Game!
The Children of Heaven continues the themes of the Inheritance cycle
by focusing on the Courtiers of Rokugan, able to dominate political
conflicts with ease. Also look for a new Crab province that becomes
stronger the more times it is attacked, a new Phoenix event that allows
you to overwhelm your opponent with Spells, and a Scorpion event that
can dishonor multiple characters at once.
Based on the Emmy-nominated National Geographic Channel TV series,
Brain Games, Brain Games Kids takes players through a series of
challenges that puts both their mind and body to the test!
Teams go head-to-head to test their logic, language, vision and
physical coordination. It's a great party game and perfect for family
Play as teams and work together to answer mind-bending challenges in
this cerebellum showdown! The first team to reach the finish space wins! Ages: 8+ | Players: 2 - 6
U-BOOT The Board Game is a real-time tabletop game of WW2 submarine
warfare. An underwater cooperative war thriller that allows 1 to 4
players to assume the roles of the Captain, the First Offcer, the
Navigator, and the Chief Engineer on board of a type VIIC U-boat.
The game is enhanced by a companion app, allowing for an
unprecedented level of realism, as well as a challenging enemy A.I.
which will push your skills to the limit.
The action unfolds both on the strategic and the tactical scale,
always demanding teamwork, efficient crew management, and quick situation
assessment.Ages: 14+ | Players: 1 - 4 | Playtime: 60 minutes
What Is the Awkward Family Photos Movie Line Caption Game All About?
All the elements of an epic game night await, as players caption
awkward images from the hit website, AwkwardFamilyPhotos.com, with
comical, offbeat, dramatic and action-packed lines from hundreds of
memorable movies. Many lines youll know. Others will be new to you. But
the gameplay is inconceivably fun and easyand no movie knowledge is
Quick How To Play
Every player is dealt eight cards featuring a movie line from one of hundreds of popular movies.One player, The Critic, picks the next Awkward Family Photos card and places the card on the table for everyone to see.All other players decide which one of their eight movie lines best
captions the photo, by placing their selection face down in the play
area.The Critic reads each card aloud and picks the movie line that
he/she thinks best captions the photo in play. The player with the
winning card wins the round!
Contents: 330 Movie Line Cards and One Box of 80 Large, Double-Sided Cards featuring 160 Awkward Family Photos.
A hilarious, new family/party game where players use 330 memorable
movie lines to caption 160 amazing awkward family photos. Favourite
caption wins. If you ever played A2A or CAH (where a judge picks a
favourite answer), you'll know how to play right away. If not, rules
take 5 minutes to learn. No movie knowledge necessary. From the makers
of the bestselling Loaded Questions games and the original Awkward
Family Photos game.Ages: 12+ | Players: 4 - 8
Disaster has struck, and humanity needs your help! Cities around the
world are in desperate need of food, water, vaccines, and other
supplies. Pooling their resources, nations of the world have assembled a
diverse crew of elite doctors and specialists. As the Crisis Response
Unit, you and your team are uniquely capable of providing life-saving
aid— anytime, anywhere.
Pandemic: Rapid Response is an exciting real-time dice game. Take
turns as quickly as possible, using your role’s unique ability and
strategically allocating your dice to be as efficient as possible. If
you and your team manage to deliver supplies in time, your mission is a
success!Ages: 8+ | Players: 2 - 4 | Playtime: 20 minutes
Giant game board (57cm x57cm), large foam dice, 4 giant playing pawns make up this traditional game of snakes and ladders. •Great fun for the all the family•Fun way to teach children to countAges: 5+ | Players: 2 - 4
Sheldon has been betrayed! Upon discovery of the inconsiderate and
heinous deed, Sheldon gathers six suspects and demands justice. Who did
it, what did they do, and where did it occur? Game comes complete with 6
custom items involved in the "act of betrayal": Equation Board, Damaged
Comic, Laptop, Sheldon's Couch, Sheldon's Toothbrush, and Dismantled
Shelbot.Ages: 9+ | Players: 3 - 5
Kerplunk Game: Don't let the marbles fall! Ker Plunk! is a blast from
the past with a cool look and attitude! For over 35 years, this timeless
game has been a favorite with kids and families. Ages: 5+ | Players: 2 - 4
Resident Evil 2: The Board Game is a co-operative survival horror
game for 1-4 players set in the Resident Evil universe. Players
choose from a number of familiar characters before venturing into the
zombie-infested streets and buildings of Raccoon City in a desperate
fight to escape the nightmare! Designed specifically for the Resident Evil universe from the ground
up, this game brings the thrills and the dangers! of the setting to
the tabletop. World-class miniatures and innovative new mechanics help
deliver an experience that captures the essence of the much-loved
original video games while offering new twists and turns.Ages: 14+ | Players: 1 - 4 | Playtime: 90 - 120 minutes
In Villainous, each player takes control of one of six Disney
characters, each one a villain in a different Disney movie. Each player
has their own villain deck, fate deck, player board, and 3D character. On a turn, the active player moves their character to a different
location on their player board, takes one or more of the actions visible
on that space (often by playing cards from their hand), then refills
their hand to four cards. Cards are allies, items, effects, conditions,
and (for some characters) curses. You need to use your cards to fulfill
your unique win condition. One of the actions allows you to choose another player, draw two cards
from that player's fate deck, then play one of them on that player's
board, covering two of the four action spaces on one of that player's
locations. The fate deck contains heroes, items, and effects from that
villain's movie, and these cards allow other players to mess with that
particular villain.Ages: 10+ | Players: 2 - 6 | Playtime: 50 minutes
Cybertooth - a giant two-legged robot that can
transform into a fearsome saber-toothed tiger - is about to hit the
town! Infused with the power of the ancient berserkers, Cybertooth will settle for nothing less than the tiger’s share! Will you too succumb to the berserker fury?
The Cybertooth Monster Pack introduces a new game component: the Berserk die! You can use the Berserk die in your games even if you play without Evolution cards or are not playing with Cybertooth.
The Cybertooth Monster Pack is compatible with the King of Tokyo and King of New York base games, and with all their expansions.
A contested region of space accessible through a known wormhole has
drawn the attention of powerful forces throughout the galaxy. Both the
Federation and the Klingon Empire, who share a delicate alliance at this
time, have recently built outposts in the region. But now news of grave
troubles brewing in the region has prompted both the Klingons and the
Federation to investigate immediately. Command your ship, recruit new crew members, earn experience points, and
use your skills to confront the challenges of the Star Trek Universe. Explore and face a variety of challenges on a randomly built Space Map
using the Venture Tile System first introduced in the award-winning
game, Mage Knight. Star Trek: Frontiers is designed for 1 to 4 players with multiple
competitive, cooperative and solo scenarios. Work together to defeat
hostile ships or compete to explore and uncover hidden mysteries. Players will need to overcome obstacles to expand their knowledge and
use their leadership as they adventure in order to be victorious in
their exploration!Ages: 14+ | Players: 1 - 4 | Playtime: 60 - 240 minutes
Unlock! Heroic Adventures features three "escape room" scenarios that you can play on your tabletop.
Unlock! is a cooperative card game inspired by escape rooms
that uses a simple system which allows you to search scenes, combine
objects, and solve riddles. Play Unlock! to embark on great
adventures, while seated at a table using only cards and a companion app
that can provide clues, check codes, monitor time remaining, etc. The
three scenarios are...
"Sherlock Holmes" — The master detective faces a most bizarre
affair and could use your assistance as he pursues his investigation."In Pursuit of the White Rabbit" — Discover Wonderland and its strange characters, helping Alice to escape in time."Insert Coin" — Complete the levels of a virtual adventure, and avoid "Game Over" to escape!Ages: 10+ | Players: 1 - 6 | Playtime: 60 minutes
This game takes inspiration from the great air races of circa 1908 to
1913 which took place in the pioneering era of air travel. These air
races galvanized interest across the world and encouraged by generous
prizes by newspapers and other sponsors attracted international entries.
Air travel was risky and most unreliable. Often only a small number of
the entrants would make it to the finish line. Will one of your pilots
manage to face up to the challenge? But watch out: In this era of
gentlemanly behavior and stiff upper lips, there are a few cads and
bounders who will cheat to win.
In Magnificent Flying Machines, the player
who ends the game with the most victory points wins. These can be earned
in various ways including being the first to land successfully on a
certain terrain tile, landing on the middle airfield, transporting cargo
or passengers, or performing trick maneuvers. Simply being the first to
cross the finishing line is unlikely to be enough on its own to secure a
victory. The winner will be the player who picks a strategy that best
matches the abilities of the pilot and features of the flying machine
they are using.
The game is played in a series of rounds. A round begins with the
first player taking a turn. Each player takes their turn in order
clockwise around the table. During a turn a player has two action phases
available. There are three types of action phase to choose from. These
are the takeoff phase (which may also include refueling, repairing and
scavenging spare parts), the flying phase (which may also include
gaining altitude and performing trick maneuvers), and the landing phase
(which may also include refueling). In addition, whenever a flying
machine lands on a terrain tile any passengers that wish to will
disembark, and any cargo intended for that terrain type is unloaded. It
may also take on available equipment, cargo and passengers if space is
available to do so.
Players progress in the game by passing a series of takeoff, flying
and landing tests. To determine the difficulty of a particular test,
first look at the number of symbols for that test shown on the terrain
tile that the flying machine is on. Simply add the number of symbols
shown on the terrain tile to the number of symbols on the relevant
weather tile. If a player needs to take a test, first check to see the
total number of relevant symbols shown on the flying machine dashboard.
This is the number of dice that may be rolled when attempting to obtain a
sufficient number of symbols to pass the test. If the player does not
roll enough symbols they may then choose to make use of special
equipment, use spare parts, or play trick and boost cards to obtain
additional symbols in order to pass the test. If a player is unable to
obtain a sufficient number of symbols to pass the test then a failure
occurs. If the dice rolled include a catastrophic failure symbol, then a
catastrophic failure occurs. The effects of such a failure vary
depending on the test being taken.Ages: 12+ | Players: 2 - 6 | Playtime: 60 - 150 minutes
Madness returns for an encore performance in the Return to the Path
to Carcosa upgrade expansion for Arkham Horror: The Card Game! You
thought the final curtain had closed on your dealings with The King in
Yellow. The cursed theater production that came to Arkham all the way
from Paris quickly became the talk of the town, but its dark history of
disappearances, suicides, and madness drove you to investigate deeper.
Now, The King in Yellow has gained a new legion of followers and you
can newly experience the entire The Path to Carcosa campaign with
all-new scenario, location, and encounter cards designed to add new
surprises and challenges. This premium box can store your entire
campaign, along with divider cards marked for each encounter set in The
Path to Carcosa cycle. Finally, this expansion contains new player cards
that increase the customization options to better prepare you to face
the evils ahead. So don your fine clothes or tattered mantel and ready
your mind for a new realm of madness. The show must go on!
This is not a standalone product. A copy of the Arkham Horror: The
Card Game Core Set and The Path to Carcosa deluxe expansion is required
Time to enter a dungeon — a dungeon composed of dice! — to kill monsters and score as much as possible.
In Dungeon Academy, each player has a piece
of paper that shows four dungeons, with each dungeon being a 4x4 grid.
The game lasts four rounds, and in each round you will go through one of
these dungeons. Each player also has a character card that shows some
amount of life (red) and mana (blue) along with a special power.
What's actually in a dungeon is determined by dice that you roll at
the start of the round. You roll sixteen dice, then let them settle in a
4x4 grid. The dice show red and blue monsters in both small and large
sizes, as well as blue potions and red strength. You decide where to
enter the dice dungeon and which dice to pass through in a continuous
line that can change directions only orthogonally, and you draw this
corresponding line on your personal grid until you exit at some other
point of the dungeon without crossing over your line. You then claim the
lowest available number card, with the number of cards matching the
number of players.
Once everyone has finished drawing a line through the dungeon, you
trace out that path step by step, removing life (1 or 2) to defeat red
monsters (small or large) and mana (1 or 2) to defeat blue monsters
(small or large). You place new tokens on your character as you pass
through potions and strength spaces. Once you're through the grid, you
score points for the monsters you defeated, and you choose one of four
quests on your sheet for bonus points. (In the second round, you choose
one of the three remaining quests, so your choices diminish over time.)
In player order based on your number card, you take one of the available
treasures, which provide points and powers. Your life and mana levels
carry over into the next round.
In the second and third rounds, you replace one of the dice with a
labyrinth die that can be passed through only in certain directions, and
in the fourth round another die is replaced with the big boss die,
giving you something giant to take on before ending the game and
tallying your final score.Ages: 10+ | Players: 1 - 6 | Playtime: 20 minutes