Massive Darkness brings the classic fantasy RPG experience to modern board gaming, with an action-packed campaign chock full of gorgeous miniatures and a streamlined system that keeps the focus on the heroes’ actions, with no need for a game master to control the enemies.
Using the popular Zombicide system as a starting point, Massive Darkness adds all the richness of a dungeon crawl RPG. Pick your hero, choose a class, decide on which skills to spend your XP, and get loot by searching the dungeon or killing special enemies that can use the equipment against you! Face a multitude of different enemy types, coming in all shapes and sizes, whose behavior is resolved automatically…or you can try to sneak around enemies by taking advantage of dark areas of the map.
Players begin their adventure in Massive Darkness by picking a Hero – each with two special starting skills – and pair them with a Class of their choosing. Depending on the combination, another skill can be unlocked, giving players a wide range of choices and play styles. In Massive Darkness, the created Heroes go on Quests, killing monsters, collecting loot, and gaining XP. Players spend their XP to unlock new Skills, growing more powerful as the Quest progresses.
Throughout the game, players encounter different monsters, including Minions, Agents, Roaming Monsters, and Bosses. An unique mechanism of the game is the Guardian. Any of the monster types have a chance of spawning as a Guardian, meaning it will use a random piece of equipment in the fight against Heroes. However, if players are able to overcome this difficult encounter, they will acquire that piece of loot!
AGE OF THIEVES
Age of Thieves is a fantasy board game of strategy and adventure set in Hadria, a port metropolis located on the northern fringes of a mighty Empire. Each player becomes a master thief about to commit the most daring burglary of his career. During the game players may use unique abilities of their thieves as well as various action cards, which represent maneuvers, alchemical potions or complicated devices inspired by visionary ideas of Renaissance inventors. The players choose cards to play and then use available Action Points to plan the order of their activities. This makes the game very dynamic, with each resolved action dramatically influencing the turn. The players’ order changes dynamically depending on the number of Action Points placed on each chosen card.
The goal of the game is to break into the vault inside the Emperor’s palace and steal the Emperors’ Jewel, the symbol of power very precious to the ruling dynasty. However, this is hardly the end, because thieves must escape from the city with their loot. This is no easy task – the streets are patrolled by vigilant city guards and veteran captains well versed in all criminal tricks. Additionally, time is running fast for the thieves – event cards introduced each turn control the flow of the game, escalating its pace and difficulty of challenges for the players to overcome.
The thief who will manage to escape through one of four city gates taking with him the Emperors’ Jewel or other valuable loot will be the winner of the game. Anyone who will stay inside Hadria after resolving the last event card will be caught and mercilessly thrown inside the city dungeon, their names erased from the annals of the omnipotent Guild.
Before these elegant little wooden figures served faithfully in Carcassonne City and many other playful treasures, did you know that the meeples were originally battle vehicles for the four kingdoms of Lilliput? Embody yourself as one of the leaders of those kingdoms and re-enact (in actual size!) those tremendous battles of history. Develop your city, claim new territories, fight for glory, and destroy enemy cities: It’s time for meeple war!
To win Meeple War, gain six victory points by fighting enemy armies, destroying enemy cities, and gaining control of areas. Over the course of the game, you develop your city, build powerful armies, fight and destroy buildings. In this game of timing and strategy, anticipation and diplomatic skill — or perhaps crying — is key to victory.
RAIL RAIDERS INFINITE
Rail Raiders Infinite is a chibi sci-fi western board game for 2 to 4 players. Raid the Interstellar Express space-rail to earn loot, infamy, and the ire of C.O.W. and the Galactic Central Bank. In order to loot the train you’ll need to first dispose of the meddlesome Tinstar Lawbots, who will do everything in their power to stop your heist. Team up with other Raiders, or do what bandits do best, double-crossing them when their chips are down. Anything goes when you’re out to make a big score!
In Rail Raiders Infinite, players assume control of a bandit raiding the Interstellar Express space-rail. Raiders move from car to car searching for loot. The player who gets the biggest haul of double-dollars before the train makes it to the station wins the game. Combat and other actions are determined by rolling a “hand” of five or more custom poker dice. The player who scores the highest hand wins the roll.
Train Cars, except for the locomotive and caboose, always start the game face down showing the roof side of the car. This way raiders don’t know where the richest opportunities or the most Law Bots are beforehand. When a Raider moves onto, or starts its turn on, a face down car it may turn that car face up. Once a Train Car is turned face up, then Loot tokens are placed on the car and Long Arm of the Law cards are drawn equal to the numbers shown on the car.
Each player takes control of a single Raider. Each Raider has a model and a card with a unique ability which only that Raider may use. A Raider may take three actions during its turn from the following choices: Move, Search, or Showdown. Any action type can only be performed twice during a player’s turn. So while a player gets to take three actions only two of them can be the same type of action.
At the beginning of a Raider’s turn, a High Noon card is drawn. High Noon cards have special effects which may affect the turn’s game play. Additionally, the High Noon deck serves as a timer for the game. Once the High Noon deck has been exhausted, the train has reached the station and the Raiders need to jump off the train or be captured!
Long Arm of the Law cards tell you how many, and what type of, Lawbots to place on the train car. Some Long Arm of the Law cards even have special effects that may swing the tide of the game allowing Lawbots to roll more dice, gain rerolls, or even speed up the train!
Poker dice are used to resolve shootouts and other situations within the game. Each die features six values: 10, Jack, Queen, King, Ace, and Joker. Players roll a hand of five dice and then attempt to make the highest poker hand from the results. The player with the highest hand wins!
THIS WAR OF MINE
This War Of Mine: The Board Game is the tabletop adaptation of the award-winning video game that pictures the drama of civilians trapped in a war-torn city.
You will enter this experience as a group of civilians trapped in a besieged and conflict-ridden city, enduring many hardships that often test the essence of humanity.
During day time you will take shelter in a ruined tenement house, which you will care about and manage by: removing rubble, searching through various rooms (often behind barricaded doors), you will build beds, improvised workshops, stoves, tools, water filters, small animal traps, you will cultivate an improvised vegetable garden, fix the tenements’ shelled facilities, reinforce the security of your shelter and should winter come, you’ll try to keep it warm.
Upon nightfall your main duties will consist of guarding your shelter and what little possessions you can accumulate against bandits and raiders. Those in your group fit for such a task will use the cover of the night to carefully explore dozens of the ever-changing locations scattered throughout the dangerous city in search of all the things that a person needs to survive (materials, food, meds, equipment, etc.). On your way you will meet tens of characters, each with a unique story (residents of the locations you visit, thieves, bandits, soldiers, war victims, refugees, neighbors, traders and members of local communities), each encounter is a potential, unique adventure. To guide you through all these events you will have the special SCRIPTS mechanism, responsible for implementing the deep and complex story and a coherent plot (each game will be unique and different than the previous).
Your goal is to SURVIVE until the cessation of war hostilities. During your struggle as the survivors, you will experience dramas connected with making extremely difficult decisions and choices (you will have to face the consequences of your actions sooner or later in the playthrough). Survival itself will often prove not to be enough. The price each of you will decide to pay, might be too high in the final outcome. So the goal is really to survive in a way that will let you live on with the decisions you made. The EPILOGUES mechanism will kick in here.
TWOM: The Board Game features a multiplayer experience for up to 6 players, as well as a solo variant. You will be able to personify one of the well-known characters from the electronic version of the game and face hundreds of new challenges and difficult choices.
The boardgame significantly broadens the original game’s universe and emphasises the depth of plot, yet its main focus will be on human interactions driven by survival instinct and group decision-making.
The project aims to omit the usual boardgame threshold – TWOM: The Board Game is an INSTANT PLAY game, with no need for reading the manual before starting the adventure.
Experience the simulation of a struggle for survival as a group of civilians facing a blind and merciless war.
In war, not everyone is a soldier.
Also out this week:
- Magic the Gathering: Ixalan
- Zombie Terror
- Splendor: Cities of Splendor Expansion
- Potion Explosion: The Fifth Ingredient Expansion
- Cthulhu Tales
- First Martians
- 60 Seconds to Save the World
- Cat Lady
- Mad Science Expo
- Oath of the Brotherhood