Solo Hero Series: Proving Grounds
Maia Strongheart stands alone against the world. A cabal of conspirators has framed her for the death of her own mother, the Sun Queen, and they intend to usurp the throne from her family. To prove her own innocence and reclaim her birthright, Maia must step into the Proving Grounds to complete a trial that will stretch her combat skills to the limit. Will the Wizened’s chosen daughter vanquish her foes in the arena? Or will she be overwhelmed by the conspirators and their evil aspirations?
Proving Grounds is a real-time solitaire dice game from the creator of FUSE and Flatline. It merges narrative and gameplay in a brand-new way. In this box, you will find a novella, Only the Strongest Has the Heart of a Wizened Queen, written by Monica Valentinelli. This sweeping story sets the stage for the events of the game. Read the story of Maia Strongheart as she fights to ascend to the Sun Throne. Then, recreate her extraordinary battle!
If you’ve never played a solo game before, this is a great place to start. There is a training game and six different gameplay modules. Once you’ve learned the basics, add a single module or mix and match to your tastes. If you’re feeling truly adventurous, put them all together for a true test of your gladiatorial combat skills!
This 5-to-10 player game has players take on the roles of Agents of Bolas, who seek to bring their master to power, or Gatewatch Loyalists, who seek to protect Ravnica from his influence. Players will receive a role card indicating their loyalty, which is hidden, as well as a guild cards, which indicate the player’s color.
At the beginning of the game, players will close their eyes and the Agents of Bolas will be instructed to open their eyes and acknowledge each other. After they close their eyes again, all players will open their eyes and play begins. Each round, players will elect a Leader based on the color indicated on that round’s Leader card. The elected Leader then draws a Targeting card and performs their color’s ability, targeting a player of the color indicated by the drawn card.
Play continues until the last card has been drawn, in which case the Final Round begins. Players will decide who should be killed and the players who were elected Leader during the previous rounds will vote. The player with the most votes is killed. If at least two Agents of Bolas are dead, the Gatewatch Loyalists win! Otherwise, the Agents of Bolas win.
Game of Thrones: Oathbreaker
Who do you trust? If you sit on the Iron Throne, the wisest answer is “no one”.
Game of Thrones: Oathbreaker is a game of deception and social deduction. One player assumes the role of King (or Queen), while the others represent the great Lords and Ladies of the Houses of Westeros. Some are loyalists who want order in the realm, others are conspirators who seek to undermine the throne, and all of them have a secret agenda of their own. Who is truly loyal, and who is simply hungry for power, honor, and coin? It’s up to the King to figure it out before it’s too late.
In more detail, the game lasts seven rounds. In each round, players reveal a number of mission cards, each of which has an associated influence type: crowns, ravens, or swords. Each noble plays influence cards face down to one or more missions and places their House Sigil at the mission where they played the most cards. Then each mission is resolved by shuffling the influence cards there and tallying up successes and failures. If a mission succeeds, Order is generated; otherwise Chaos is generated. Nobles earn rewards (coin, honor, power) based on whether the mission with their House Sigil succeeded or failed.
The King can play decree cards during the game to grant favor to nobles who seem loyal, or cast suspicion on suspected conspirators. Decree cards award Order if the King was correct and Chaos if the King was wrong.
At the end of the game, if Order exceeds Chaos, the King wins and any loyalists who achieved their personal ambitions win. If Chaos has the edge, then any conspirators who achieved their personal ambitions win.
Clank! Legacy: Acquisitions Incorporated Upper Management Pack
Get your first taste of the upcoming fall release of Clank! Legacy: Acquisitions Incorporated with the release of the Upper Management Pack! Introducing unique character starting decks and accompanying miniatures, bring the main characters from Penny Arcade’s popular stage and streaming show, Acquisitions Incorporated, to your Clank! game. Use the Upper Management Pack in the original Clank! A Deck-Building Adventure, or with a franchise established in the upcoming Clank! Legacy: Acquisitions Incorporated (coming this fall).
Play as Omin Dran, Jim Darkmagic, Morgaen or Viari, each with a gorgeous miniature and unique starting deck and special powers!
Pathfinder RPG: Tyrant’s Grasp Adventure Path Part 5 – Borne by the Sun’s Grace
Sent to a Distant Land
Mighty magic has hurled the heroes across the world to the continent of Arcadia, but their remarkable travel is no accident. In the land of Xopatl, the heroes find ancient legacies that unlock the secrets they have carried ever since they awoke in the realm of the dead. But this land of magic and wonder is no safe haven—agents of the Whispering Tyrant terrorize even this distant nation. If the heroes can overcome followers of wicked new gods and defend a city desperate to revitalize its lost magic, they might learn how to turn the tide against the Whispering Tyrant and put an end to his fearsome weapon forever. From lively festivals and masked brawlers to undead terrors and arcane botany gone horribly wrong, the heroes are sure to find more than they bargained for in a land unlike any other they’ve seen.
This volume of Pathfinder Adventure Path continues the Tyrant’s Grasp Adventure Path and includes:
- “Borne by the Sun’s Grace,” a Pathfinder RPG adventure for 14th-level characters, by Luis Loza.
- An extensive gazetteer of the nation of Xopatl, Lands of Promise, including its legacy of wonders and its modern disasters, by Luis Loza.
- An examination of the enigmatic and powerful psychopomp usher called Barzahk the Passage, warden of the Dead Roads, by Crystal Frasier.
- A bestiary of powerful monsters, including new couatls of vengeance and verdant growth, an undead dwarven victim now carrying a mummy’s ruinous curse, a psychopomp who ministers to survivors of tragedy, and Barzahk the Passage themself, by Carlos Cabrera, Crystal Frasier, Luis Loza, and Mikhail Rekun.
Starfinder RPG: Dawn of Flame Adventure Path Part 5 – Solar Strike
Rebels in the Sun
A cry for help from deep within the sun leads the heroes to dive in once more. Forces loyal to efreet from the Plane of Fire have conquered the deep-sun settlement of a peaceful species, threatening to destroy their way of life. The heroes must infiltrate the occupied city, find allies within, and defeat the fiery oppressors. The group acts as a strike team, assisting the rebels, taking out high-value targets, and helping to restore order. But even if they accomplish these missions, the heroes still have to face the enemy commanders—including a mighty solar dragon—and the discovery that this attack is merely a beachhead for a larger invasion that threatens the Pact Worlds’ power on the sun!
This volume of Starfinder Adventure Path continues the Dawn of Flame Adventure Path and includes:
- “Solar Strike,” a Starfinder adventure for 9th-level characters, by Mark Moreland.
- A gazetteer of Kahlannal, a deep-sun city built by a new species, the anassanois, by Mark Moreland.
- A survey of beings native to the interior of other stars in the galaxy, by Kate Baker.
- An archive of creatures, from the telepathic anassanois to enormous giants and the colossal Daimalkan xaxmellia, by Tracy Barnett, Eleanor Ferron, David P. Gregoire, Mark Moreland, Owen K.C. Stephens, and James L. Sutter.
- Deck plans and statistics for an anassanoi starship that is an amalgam of smaller vehicles, by Mark Moreland, and a planet of corporate intrigue, by Tracy Barnett.
Starfinder RPG: Starfinder Rules Reference Cards
Access the Data
Put the rules of the Starfinder Roleplaying Game at your fingertips! Whether you’re a Game Master who needs a convenient reference for starship combat, a player who wants summaries of how to use your favorite skills, or a newcomer trying to learn the rules, this 110-card deck features concise guides to essential concepts from the Starfinder Core Rulebook on handy double-sided cards. Stop flipping back and forth through rulebooks—grab the cards you need and keep your game moving!
Gamemastery Flip-Mat: Dragon’s Lair
Dragons are among the most fearsome foes in fantasy gaming, and GameMastery Flip-Mat: Dragon’s Lair depicts the perfect location for the legendary conflict between hero and wyrm! Slay a powerful dragon in its own lair with this miniatures-scale map designed to enhance the visual appeal and ease of an important RPG battle in a desolate cavern lair.
GameMastery Flip-Mats are designed to make your game portable and affordable. They’re made with durable, laminated card stock and can handle dry erase, wet erase, and even permanent marker!
Flip-Mats are constructed of durable laminated card stock (~70 lb paper—comparable to that of a restaurant menu). They measure 24″ by 30″, and quickly and conveniently fold down to 8″ by 10″ (slightly smaller than a sheet of notebook paper). The 1” grid extends fully to the edge of the maps for a full 720 square inches of usable area.