If you pull yourself away from watching Chelsea Carey and Team Alberta fight it out at the Scottie Tournament of Hearts today (you do have tickets right?) then we have all sorts of wonderful new games and gewgaws to grab your imagination here at The Sentry Box.
Star Realms Colony Wars by White Wizard Games
The newly-discovered outer worlds, with their rich, untapped resources, are tempting targets for those seeking to expand their power. Now, the scramble for control of these unclaimed territories begins.
Designed by Hall of Famers Rob Dougherty and Darwin Kastle, Colony Wars can be played as a stand-alone 2 player game or combined with the original Star Realms Deckbuilding Game to support an additional 1-2 players. This box contains a complete 2 player game with rules and 128 cards, including an all new 80 card trade deck.
Star Realms Gambit Expansion by White Wizard Games
Gambit cards are dealt face down to players at the beginning of the game. You choose each number of Gambits every player will get, or you can give fewer Gambit cards to some players as a handicap. The extra (unclaimed) cards are set aside outside of the game in a face down pile. Players keep their Gambit cards face down in front of them until they choose to reveal them. Gambit cards never go into the trade deck, your hand, or your personal deck. They have silver borders to make it easier to keep them separate from your other cards. Players may reveal Gambits at the start of the game or during their main phase. To reveal a Gambit, turn it face up. When a Gambit is revealed, you get powerful one-time or continuous abilities that can help lead you to victory.
Ninja All Stars by Ninja Division
Welcome to the island of Kagejima and the Kingdom of the Moon. Build a team from six mighty clans, each with its own strategies and traditions on how to walk the ninja’s path. Employ all of your skill and strategy to survive the Moon Princess’s challenges and emerge victorious against your rivals. Guide the growth of your team, and prove it worthy of serving the Moon Princess as protectors of Kagejima.
In Ninja All-Stars®, 2 – 4 players compete in a series of challenges. Between games, ninja earn experience to gain new abilities and combat aptitudes. Ninja All-Stars® features stunning, fully assembled Soda Pop miniatures and an exciting community-driving, league style of gameplay. Build a team of elite ninja and compete for honor and glory!
DC Deck Building Game Crisis Expansion 3 by Cryptozoic Entertainment
In the DC Comics Deck-building Game Crisis Expansion Pack 3, you will face some of the most epic challenges, events, and destructive forces in the history of comic-dom. In this Crisis Expansion you will find 14 “Impossible Mode” Crime Syndicate Super-Villains to battle against and Crisis versions of EIGHT oversized characters such as Lex Luthor, Sinestro, Bane and many more. But you’ll also find SIX new playable oversized characters and new main deck cards for competitive players. Truly something for everyone!
This Crisis Pack features two unique modes of cooperative play! You can play in a completely cooperative mode, where players all work together to overcome challenges and foes. Or you can play in “Hidden Objective” mode, never before seen in a deck-building game! The Suicide Squad makes its debut as playable oversized characters, and as ne’er-do-wells, working together isn’t exactly their strong suit. It seems someone always has their own agenda when this “team” gets together for a mission. In this mode, players are still working together, but everyone has their own definition of what a “win” really is. One player may even be secretly working against the rest of the team!
Star Munchkin Guest Artist Edition by Steve Jackson Games
Len Peralta, known for his work on Munchkin The Guild, the Ten State comic book, and his own Geek a Week trading cards, illustrates Star Munchkin, giving us a fresh look at Bottle Bottle, Captain Quirk, the Bananafanafofaser, and the other 165 cards in the box.
This Guest Artist Edition includes completely re-illustrated game cards, a new gameboard decorated with Len Peralta’s interpretation of the Star Munchkin universe, and male and female standies for each player.
Talon by GMT Games
Fleet Combat: This is a game of fleet combat. Battles with individual ships can be fought, but the game has been designed to be able to easily handle combat with fleets of 3-10 ships. The system would have to be very simple and elegant to handle that smoothly – more on that later…
Capital Ships: This is NOT a game about fighter combat in space. The ships in the game, for the most part, are large ships that have shields, have to charge systems, and maneuver – not just do an Immelman.
Simplicity: The game accurately captures the feel of science fiction space combat as seen in the major sci-fi franchises, but it does so very simply. The play test rules, including all the advanced rules, are only 8 pages long, and that includes a lot of “historical” explanations and setting of the conflict.
Quickness: Small fleet scenarios can be played in an hour, larger ones in less than two. More on that later…
Thunder Alley Expansion Tracks by GMT Games
You have become a master of the super speedway, having tamed Saint Adriana. You have traded paint at the Velodrome. Verghn’s Grove is old hat. It’s time to become a full-season driver and step up to new challenges, including the very narrow short track, the sweeping turns of the quad-oval, or the fast mile. More road courses are included as well to test your mettle in more directions than left.
Thunder Alley now has a track pack. Four new tracks all peppered with new challenges. Some provide tighter racing and others allow for more wide open affairs. It’s all different and it’s all new. With these four additional tracks players can recreate full seasons of racing for stock cars or open wheels.
City of Iron Second Edition by Red Raven Games
Far away in the beautiful world of Arzium, four small nations compete to become the most powerful, rallying courageous explorers, cunning leaders, brilliant minds, and powerful magicians. The humans of the City-State of Arc value industry and growth, while their neighbors in the highlands of Cresaria seek out ancient magics and scientific advances. To the south live the toads of Om amid the verdant Emerald Hills, inventing amazing machines and gizmos to aid them. The Hog Republic to the west holds a rich military tradition and teaches ruthless strategy– in war and in business– to all citizens from a young age.
Which nation will emerge as the greatest, leading this new world of advancement into the next century?
Mutants and Masterminds Cosmic Handbook by Green Ronin Publishing
The cosmos is a vast realm of primal powers, alien empires, and wonders and dangers beyond imagining. Now it is yours to explore with The Cosmic Handbook for the Mutants & Masterminds Superhero Roleplaying Game. This sourcebook looks at the universe beyond Earth, from the history of the cosmic in the comics to the conventions of cosmic stories and characters. In the pages of The Cosmic Handbook you will find advice and rules for creating characters and adventures in the depths of space. GMs get ready-to-use villains, from space tyrants and aliens to nigh-omnipotent cosmic beings, and an expanded look at the universe of Freedom City and Emerald City beyond the bounds of Earth.
Steamscapes Asia by Four-in-Hand Games
Asia in 1872 has thrown off the yoke of colonialism and embraced the industrial age. The nations of the Indian Alliance unite the subcontinent with railroads. Buddhist apothecaries from Viet Nam spread advanced medicinal learning throughout the region. Japanese war automatons sweep into Chinese territory while the Qing Dynasty responds with its terrifying Dragon Airships. Thai elephant cavalry face off against Burmese airboats as tensions rise along their border. Meanwhile, sea and air pirates threaten trade throughout the island and coastal nations of Southeast Asia.
Steamscapes: Asia is the second major setting book for Steamscapes. It includes extensive alternative historical backgrounds for over a dozen nations and regions. It offers detailed martial arts rules including full coverage of fifteen different historical forms from across the continent. It introduces the Apothecary profession, elephant cavalry rules, rocketry indirect fire rules, new airships, new weapons, and a new racial template for Japanese war automatons. It also provides several introductory scenarios and a variety of character templates so GMs and players can jump right in and start playing.
Dragon Rampant by Osprey Wargames
Whether you’re a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage.
En Garde! by Osprey Wargames
En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. Rather than just rolling a few dice, the rules allow players to make tactical decisions about how the models that they control will fight – offensively, defensively, or by applying special skills and abilities. En Garde! covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome. Play as Border Reivers, Conquistadors, Landsknechts, Aztecs, French Musketeers, Caribbean Pirates and many more, in scenarios that evoke classic engagements of the genre. Simple campaign rules allow multiple scenarios to be played in sequence and permit warbands to develop over time. An appendix is also included to provide brief rules for supernatural creatures of the period – monsters, demons, revenants and witches – and new abilities and equipment to fight them, making En Garde! the perfect ruleset for gamers who want something a bit different from the norm.
Demonworld Miniatures Core Rulebook by FASA Games
The age of darkness has begun. The dreadful demon hordes of the Icelords of Isthak, Clanngett’s Orcs, and the barbarian war clans of Thain are assaulting the Empire. Will heroic Knights of the Order and Noble Imperial troops emerge victorious, or will the creatures of the Dark Forces triumph?
Demonworld™ is a game of fantasy battles with miniatures. The easy-to-learn rules provide three levels of difficulty and encompass commanders, formations, terrain, morale, chariots, artillery pieces, dragons, giants, flying creatures, magic, fire, artefacts, buildings, and scenarios. Also included are illustrations and tips for painting your miniatures.
Mutants & Masterminds Third Edition GM Screen by Green Ronin Publishing
The Mutants & Masterminds GM’s Kit is a key accessory for your superhero campaign. It features a sturdy and practical 3-panel hardback screen with all the charts and tables you need to play the World’s Greatest Superhero RPG. The kit also includes a 48-page booklet with a Quickstart Character Generator that lets players speedily create balanced starting heroes. The Mutants & Masterminds GM’s Kit is the perfect complement to the Hero’s Handbook and Gamemaster’s Guide and will help you kick off your game with style.
Fragged Empire Core Rulebook by Design Ministries
Exploring the state of the universe after a cataclysmic event is a popular theme in science fiction literature. It allows us to delve into the nature of civilisation, humanity, and rediscovery after we have lost all that we know.
This setting does not take place immediately after this cataclysmic event (a genocidal war), but a hundred years later. Enough time has passed for people to partially accept what has happened and start to rebuild. You are at the dawn of a new civilisation, a time of great opportunity and danger.