Ecos: First Continent
What if the formation of Earth had gone differently?
In Ecos: First Continent, players are forces of nature molding the planet, but with competing visions of its grandeur. You have the chance to create a part of the world, similar but different to the one we know. Which landscapes, habitats, and species thrive will be up to you.
Gameplay in Ecos is simultaneous. Each round, one player reveals element tokens from the element bag, giving all players the opportunity to complete a card from their tableau and shape the continent to their own purpose. Elements that cannot be used can be converted into energy cubes or additional cards in hand or they can be added to your tableau to give you greater options as the game evolves.
Mountain ranges, jungle, rivers, seas, islands and savanna, each with their own fauna, all lie within the scope of the players’ options.
Imagine you can control the forces of a noble family, guild, or religious order on a barren planet which is the only source for the most valuable substance in the known universe.
Imagine you can rewrite the script for one of the most famous science fiction books of all time. Welcome to the acclaimed 40-year-old board game which allows you to recreate the incredible world of Frank Herbert’s DUNE.
In DUNE you will become the leader of one of six great factions. Each wishes to control the most valuable resource in the universe – melange, the mysterious spice only found at great cost on the planet DUNE. As Duke Leto Atreides says “All fades before melange. A handful of spice will buy a home on Tupile. It cannot be manufactured, it must be mined on Arrakis. It is unique and it has true geriatric properties.” And without melange space travel would be impossible. Only by ingesting the addictive drug can the Guild Steersman continue to experience visions of the future, enabling them to plot a safe path through hyperspace.
Who will control DUNE? Become one of the characters and their forces from the book and . . . You decide!
God of War: The Card Game
Ragnarök is coming. The fate of all existence is at stake. Is destruction inevitable, or are there ways to avoid ultimate cataclysm? The Norns, mystical beings of great power, have decided they will not go quietly into oblivion and have turned their attention to the well of Fate, Urðr, in order to find any possible way to stop Ragnarök. Looking deep into the swirling waters, they can foresee which potential combination of heroes, villains, battles, victories, and defeats might stop the end of all that is known — but will they find the right combination in time? Is there any true path to salvation at all? They must hurry and seek the true way through, before all is lost.
In God of War: The Card Game, players take on the role of the Norns as they try different combinations of heroes and events in order to stop Ragnarök. Each game is a new attempt to find the right key to saving Midgard from destruction. Players must work together, embodying mighty heroes such as Kratos, Mimir, Atreus, Brok and Sindri, and Freya. They will fight enemies and bosses from the popular God of War video game, but combined and remixed in exciting new ways, creating unique “What if…?” scenarios each time they play. If they succeed, the way forward has been secured and Ragnarök can be halted. Failure means the Norns will have to try again as only death and destruction lay along that particular path.
Each quest in God of War: The Card Game is made up of a mosaic of cards that recreate monsters and locations from the video game. Each quest’s mosaic is different, and each card is double-sided, depending on whether a section has been destroyed or not, and each has special rules that go into effect when it is face up on the tabletop. Learning how each quest is won, as well as what strategy to employ, is key to victory.
As players progress, earlier quests have an effect on what comes after them. At certain points along their path, players must choose which quest they will complete. Completing one might grant a bonus, but quests left untouched result in dire permanent consequences as the players move forward. These choices and challenges lead to new strategies, making it so no two games of God of War: The Card Game are alike.
Heroes in the game have several elements that make them unique. Each comes with their own dashboard that explains their special abilities and health totals, in addition to tracking the number of cards a player can keep in their hand from round to round. Tokens are used to keep everything clear as heroes gain and lose health and build up their power so they can unleash a mighty special attack. Heroes begin the game with a unique starting deck of cards that will be augmented from additional decks as the game progresses. Players can construct their deck to focus on their strengths or look for ways to generalize their approach, preparing for future quests that lie ahead. Each hero also has a unique standee that indicates which portion of the mosaic they are facing. With multiple heroes from which to choose, numerous ways to build their deck, and various different quests to attempt, each game of God of War: The Card Game will be a new experience that will echo throughout eternity.
Grackles are noisy, iridescent birds that love to gather on telephone wires at sunset throughout the southwestern United States. In the lightly-themed abstract strategy game Grackles, you line up your birds on the telephone wire to score as many points as possible. Each turn, players choose between drawing and placing a tile, connecting two spots on the telephone wire with their birds, extending a line of birds, or rotating an empty tile. After the board has been built to five tiles by five tiles and all available pairs of spots on the telephone wire have birds on them, the player with the most birds on the telephone wire wins.
Legend of the Five Rings LCG: A Champion’s Foresight Dynasty Pack
“The Dragon must move beyond our borders at last. What transpires in our mountains is a mere pebble against the avalanche that is coming.”
–Togashi Yokuni, “The Rising Wave”
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 foreseen 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. The pack also introduces two provinces to the game and a new stronghold for the mysterious Dragon Clan.
WELCOME TO THE FUTURE OF CITY BUILDING!
GOLD COAST, AUSTRALIA, 2100. Construction of the first oceanic MegaCity begins. Tackling overpopulation and rising sea levels has become the planet’s number one priority.
Advances in technology enable us to build towering superstructures on immense floating platforms. You are the next generation of architects called upon to design and build these marvels of structural engineering.
Race to collect contracts, construct beautiful buildings and vie for awards as a unique MegaCity emerges each time you play. It’s a competitive business where prestige points are everything!
A combination of dexterity and light strategy, MegaCity: Oceania is the city building game in which you actually build a unique city every time.
My Little Pony RPG: Ogres & Oubliettes Accessory Pack
Bring Tails of Equestria to your table with Ogres and Oubliettes; with over 130 standees to play with as well as an all-new exciting adventure featuring everyone’s favourite chaos machine: Discord!
Ogres and Oubliettes is an expansion to Tails of Equestria, enhancing your experience with tactile standees to help you tell your stories!
- 139 standee tokens of ponies, friendly faces, monsters and villains!
- A selection of small and large plastic bases for the standee tokens.
- A poster map of Equestria for tracking your adventures!
- Brand new short Ogres & Oubliettes themed adventure: ‘Dungeon of the Diabolical Draconequus.’
War Chest: Nobility Expansion
The old general returned to the kingdom on the eve of the heir’s tenth birthday. He brought with him a book—or rather, what looked like a book from the outside.
The queen sat down with her child the next day, and together they opened the book. They found that the insides had been carved out and filled with more coins for their game, as well as some letters and wax seals. They took their chest from the shelf, opened it, and began to play…
The chivalric system was a huge part of medieval warfare. Various offices of state were handed out to the highborn of the land, from Bannermen that surrounded kings and queens, to Earls and Heralds enacting their liege’s will across the realm. Bishoprics had much land and influence associated with them, and were sought after position for nobles.
Can you add these four new influential units to your force, and use royal proclamations to your advantage, to once again triumph in this masterful game of tactical warfare?
Nobility is an expansion for the highly acclaimed War Chest.