New Games! 11/20/2020

MAGIC THE GATHERING: COMMANDER LEGENDS

Every Pack Is Legendary

71 new Legends. Unbelievable reprints. New mechanics. And — wait for it — Draft Boosters for Commander players! Experience the ultimate multiplayer format like never before.

 

 


SLIP STRIKE ORANGE AND BLUE

Slip Strike is a competitive two-player game in which agents have slipped into another dimension to fight it out using teleportation, time-travel, and a variety of weapons.

Each round, both players select two cards from their hand of ten as their actions, placing them face down. They simultaneously reveal these actions one at a time, resolving them one after the other. Each player is trying to strike their opponent while avoiding a strike themselves. If a player takes a strike, they lose the game, but that player can permanently discard a teleport card to “Slip” out of the location, time-traveling to a time when they were not there. Eventually you or your opponent will run out of the ability to Slip, and then the victor will successfully knock that player out of the dimension and win the game.

Slip Strike is normally a two-player game, but by combining the blue and orange editions — each of which has different art and asset cards — you can play with up to four in the same game.

 

 


DUNGEONS AND DRAGONS: TASHA’S CAULDRON OF EVERYTHING

The wizard Tasha, whose great works include the spell Tasha’s hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn’t want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.

EXPANDED SUBCLASSES. Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.

MORE CHARACTER OPTIONS. Tasha’s Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character’s racial traits and customizing their origin.

INTRODUCING GROUP PATRONS. Whether you’re part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.

SPELLS, ARTIFACTS & MAGIC TATTOOS. Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.

EXPANDED RULES OPTIONS. Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.

A PLETHORA OF PUZZLES. Ready to be dropped into any D&D adventure, puzzles of varied difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.

Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player’s Handbook. Baked in you’ll find more rule options for all the character classes in the Player’s Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch’s brew wouldn’t be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.

 

 


DUNGEONS AND DRAGONS: THE GREAT DALMUTI

Sometimes you roll a 1…

… and sometimes you roll a 20 and crush it! In the Dungeons & Dragons Roleplaying Game, the dice may control your fate, but in The Great Dalmuti, it’s about how cleverly you play the cards you’re dealt. One round you’re polishing your royal crown, and the next you’re whacking rats in a filthy alley. It’s a gloat-filled, winner-take-all contest in this D&D-themed version of the classic card game.

 

 


PACMAN CARD GAME

Ah, PAC-MAN. The iconic yellow character who loves to eat dots and avoid ghosts. Many an afternoon has been spent zipping around a neon maze in a bid to beat the high score.

Now, you can recreate that retro arcade energy (and maze-chasing fun!) at home, with PAC-MAN™: The Card Game!

The aim is simple: collect PAC-DOTS and fruit, use power ups, and avoid the ghosts to win. At 20 minutes per game, it’s bite-sized family fun you can break out around the table.

Begin with the Level 1 deck. Then, when you’ve mastered that, level up to Level 2. Got more than 5 players? Combine the decks to unlock the Bonus Level!

Whoever manages to avoid BLINKY, PINKY, INKY, and CLYDE will compare scores at the end of the game. You guessed it: highest score wins!

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