Two new release posts in as many days?! Clearly your sacrifices to Centeotl have been answered. Or was I the only one doing that? In any case, there is a harvest-like bounty of new releases today including many new RPGs.
JurassAttack! by Green Couch Games
In JurassAttack! by Ryan Cowler two players face off in an epic face-to-face dinosaur battle!
In the game, each player chooses a dinosaur or pack of dinosaurs of the same type from their hand, then they reveal them simultaneously to compare Ferocity values. The player with the highest total Ferocity wins the round, taking their rival’s dinosaurs into their score pile. Different types of dinosaurs are worth varying amounts of victory points, so it’s important to plan well and make sure not to give away too many points in the event of a knockout!
Sun Moon & Stars by Minion Games
Sun, Moon, & Stars is a fast playing, easy to learn game of deduction. Each of the four great totem spirits, Wolf, Deer, Owl, and Serpent, chase their favored celestial bodies through the heavens to be the first to capture them and prove they are the greatest of their peers, The Sun, Moon, and the Stars circle the table, mirroring how they move across the sky. In whose domain will they finally come to rest?
Sun, Moon, & Stars is played with 4 totem animal cards used as hidden roles by the players during the game. There are 11 action cards which move the Sun, Moon, and Stars tokens among the players until one achieves their victory conditions or the game ends. The game is quite short, taking 5 minutes or so to play; players are invited to play until one wins 3 to 5 games.
Kaiser’s Gate Field Manual: Mounts by Battlefield Press
In war there are many secrets, and in Field Manual: Mounts for Kaiser’s Gate the secret of mounted cavalry is revealed. This book, written by Bill Ogden, introduces you to the various cavalries being used during World War I. From the Pegasus mounts of Greece to Russia’s magical huts, you will find it all. The book includes more than just information on mounts, this Field Manual builds upon some of the items alluded to in the original Kaiser’s Gate.
Symbaroum by Jarnringen
Symbaroum invites you to join in the adventure! Explore the vast Forest of Davokar in the hunt for treasures, lost wisdoms and fame. Visit the eleven barbarian clans to trade or to plunder their treasuries. Establish a base of power among princes, guilds or rebellious refugees in the capital city of Yndaros. Or survive encounters with famished Arch Trolls, dark-minded Blight Beasts and undead warlords. But whatever you do, never ignore the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the dark deep of Davokar is about to awaken.
Traveller Core Rulebook by Studio 2 Publishing
Based on the Classic Traveller rules set, this book has been streamlined for modern roleplaying, and yet still retains that unmistakable Traveller aura. With complete rules for character and world creation, spaceships, encounters and trading, it is your gateway into new universes.
The Traveller Core Rulebook is the cornerstone of all your Traveller games, to be expanded upon with core supplements such as Mercenary and High Guard, or used with different settings like Strontium Dog, Hammers Slammers, Judge Dredd and, of course, the Original Traveller Universe.
Traveller Referee Screen by Studio 2 Publishing
With a stunning ship recognition guide facing the players, and every vital table for the referee, the Traveller Referee’s Screen is the perfect complement to a well-run Traveller campaign. Fully updated to the latest edition and with all the important tables and charts, the new Traveller Referee’s Screen is constructed from quality heavy-weight cardstock that will stand the ravages of many years’ gaming.
Smugglers by Kosmos
A notorious gang of smugglers is recruiting new members. The first candidates step forward, a motley bunch indeed. Which one has the skills to become a worthy member of the gang? To determine this, the boss himself stages a smuggling contest. First the would-be smugglers must try to get through a hole in a fence while carrying the biggest sack of contraband possible. Then those who make it through the hole have a chance to inspect the other smugglers’ sacks that are smaller than their own or that shamefully got stuck in the hole in the fence. A roll of the die determines which size hole in the fence the sack needs to fit through. The smuggling sacks are formed from a rubbery polymer putty that the players roll into balls with the contraband pieces hidden inside. The balls are then rolled down a track toward the fence.
The player’s goal is to form the largest ball that will still fit through the fence. Players who succeed in getting the largest ball through the hole in the fence can then guess the contents of the smaller balls or of balls that were too large to fit through the fence. If they guess correctly, they get to keep the contraband. The player who collects the most contraband items wins. This funny family game answers the question: Who is the sneakiest and most skilful smuggler?