FALLOUT: THE BOARD GAME
Fallout is a post-nuclear adventure board game for one to four players. Based on the hit video game series by Bethesda Softworks, each Fallout scenario is inspired by a familiar story from the franchise. Survivors begin the game on the edge of an unexplored landscape, uncertain of what awaits them in this unfamiliar world. With just one objective to guide them from the very beginning, each player must explore the hidden map, fight ferocious enemies, and build the skills of their survivor as they attempt to complete challenging quests and balance feuding factions within the game.
As they advance their survivors’ stories, players come across new quests and individual targets, leading them to gain influence. Who comes out ahead depends on how keenly and aggressively each player ventures through the game; however, if a single faction is pushed to power too quickly, the wasteland will be taken for their own, and the survivors conquered along with it.
Blast hordes of reanimated skeletons with holy fire, explore new worlds in a steam-powered zeppelin, match wits with an alien warlord, or invent your own entirely unique world. Unlimited adventure awaits you in a roleplaying system limited only by your imagination with Genesys, a roleplaying game featuring the narrative dice system!
Genesys is a role playing system designed for flexibility and adaptability, specifically tooled to work with any setting imaginable. The Genesys Core Rulebook not only contains an overview of the rules and how the innovative narrative dice system works, but everything a GM and players need to run adventures in five completely different settings. Everything from equipment to adversaries, character abilities to an overview of narrative tropes, all is provided in the core rulebook for Genesys. With a system so adaptable and expansive you can explore every popular roleplaying genre, from classic fantasy style campaigns, to modern day detective thrillers, and even to a far off sci-fi future, Genesys doesn’t fit into any one genre of roleplaying, and instead invites players to craft their own stories with unparalleled freedom.
Ten years after the tragic Camp Apache massacre narrated in Last Friday, in the nearby village of Spring Forest, an ancient evil is waking up again. Something that the people of the village tried to forget for years, a demon who can enter people’s dreams and twist them into horrible nightmares…
After the unexpected deaths of their friends, a group of young men and women realize that they must try to stop this demon. They need the help of someone who truly understand what they are facing — the Marshall, who long ago was the “Predestined” who defeated Camp Apache’s maniac. But the Marshall disappeared, and they must get to Camp Apache to find him.
Soon, the boys and girls will find themselves trapped in a new nightmare, with two supernatural, homicidal entities to fight. Will the maniac stop the demon, or will they work together to slaughter their mortal enemies? Will the Marshall be able to stop the horror again? It’s time to go back to Camp Apache!
With the Last Friday: Return to Camp Apache expansion, you can play Last Friday with up to seven players, with two of those players controlling the evil demon and maniac. The box includes two new chapters, a new opponent (the demon), new clue tokens, new board overlays to represent a raging fire in the camp, new equipment, five new characters, and two new special characters: the Marshall and the Witch.
The original Last Friday chapters may also be played with the new contents, as well as with the new “Survival Horror” game mode, with real-time constraints to make the game even more exciting.
The Brothers of the Night’s Watch seek a new leader from among their ranks. Jeor Mormont wishes to promote one who can improve the infrastructure of the Gift, the bountiful and undeveloped area south of the Wall bestowed to the Watch by the Starks thousands of years ago. Drawing sustenance from the unforgiving landscape of the north offers enough challenges, but whomever takes up this task must also man and defend the Wall against the onslaught of Wildlings fighting their way into Westeros. Many brothers now compete to build, defend, and do what they can to protect Westeros, but only one shall rise above their brothers to become the new Lord Commander. But be wary — the north holds many dangers, and winter is coming.
A Game of Thrones Catan: Brotherhood of the Watch is based on the classic Settlers of Catan base game. In this game, each area in the Gift supplies one of five resources: lumber, brick, wool, grain, and ore. The barren Ice Fields, however, produce nothing. Players take on the role of Brothers of the Night’s Watch and use these resources to strengthen their hold on the north by building roads, settlements, and keeps; recruiting guards for their patrol; or buying development cards. Each of these acts bring players increased power and recognition through the awarding of victory points. The objective will be familiar to players of the original Catan; the first player to achieve ten victory points wins the game and becomes the new Lord Commander of the Night’s Watch.
But this is not as easy as it sounds as the area surrounding the Gift can be treacherous. Wildings from north of the Wall have crossed over and follow their own rules of honor, which often conflict with the laws of Westeros. One of their ranks, Tormund Giantsbane, does not respect the Watch’s claim to the land as he moves throughout the Gift, robbing resources from the Brothers sent to provide for their Order. While Tormund runs amok south of the Wall, Wildling forces gather in the Frostfangs, awaiting an opportune moment of weakness to breach the Watch’s defenses and spread throughout the fruitful lands of Westeros. In addition to building within the Gift, players must strategically balance their resources to defend the Realm from Wildling raiders.
Each player may recruit up to seven brothers from the prisons of Westeros to don their specific color and man their section of the Wall. When the Wildings attack, each player must use their guards to fend off the onslaught. If there are more guards than Wildings, the Wall stands. If there are not, the Wildings invade the Gift and pillage the settlements and keeps therein. Yet loyalty only goes so far — guards are useless defending the Wall from Climbers who slip past them, and if they encounter a Giant, at least one guard is bound to desert his post.
Each player also has a hero to aide in their toil, based on the order of play. The first player will utilize the talents of the Lord Commander himself, Jeor Mormont, while the second player will enjoy the company of Samwell Tarly, the third will work with Bowen Marsh, and the fourth will employ the services of Master Builder Othell Yarwyck. Each hero offers a unique ability to each player which they can use up to twice during the game. Once a hero’s ability has been used, players have a choice to keep that hero or choose another of the eleven heroes to aide them. Players should factor the heroes’ abilities into their strategy to quickly earn victory points and gain renown within the Watch.
The Wildling invasion marks the truest test of the Brothers of the Watch and your own competency as a commander. A failure at the Wall has a devastating impact on the Gift, even if it does not destroy the players. A Game of Throne Catan: Brotherhood of the Watch has two forms of victory, though one may feel hollower than the other. Victory occurs when a player has both improved the infrastructure of the Gift and successfully kept it safe from invaders. This is shown when a player has achieved ten victory points by any combination of building keeps, roads, and settlements; hiring three or more guards to keep the Wall safe; and buying development cards to increase their prestige, all while safeguarding the Gift.
However, if the Wildlings breach the wall three times throughout the game, an alternate victory takes place. If this occurs, the game ends immediately as the Brotherhood of the Night’s Watch can no longer delay their decision. The player commanding the most guards holding their posts on the Wall gains the title of Lord Commander and wins the game.
TIME STORIES: ESTRELLA DRIVE
In Hollywood, the ghosts of the past never sleep! Embark on your next adventure into the past with Estrella Drive, the sixth expansion for T.I.M.E Stories. Like all T.I.M.E Stories adventures, you and your fellow players are members of the T.I.M.E Agency, sent to investigate a disruption to the Time Stream. This time, you and your fellow agents are sent to 1982 to investigate a temporal anomaly in a supposedly haunted Hollywood mansion.
Please note that Estrella Drive is recommended for mature audiences as certain themes within this adventure may be objectionable to younger players.
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