SOS Dino

Players 1 – 4          Ages 7+          25mins

You need to react, anticipate, and work together as a team to save the four dinosaurs in SOS Dino! Draw a tile, place it on the board, then move one of the dinosaurs closer to the safety of the mountains. Pay attention to lava and meteor showers!

Fairy Tile

Players 2 – 4          Ages 8+          30mins

Welcome to Fairy Tile, a kingdom of magical lands where a daring Princess, a devoted Knight, and a dreadful Dragon roam looking for adventure. They need your help to discover the kingdom! Help them move further and further to fulfill their destiny and tell their story, page after page.

Develop the kingdom of Fairy Tile by putting new land tiles in play and moving the Princess, Knight, and Dragon across different places such as mountains, forests, and plains. Help them have extraordinary adventures by accomplishing objectives written on the pages of your book. As soon as you complete an objective, develop your story and read the page of your book aloud.

Be the first to read all the pages of your book to win the game.

Sticky Chameleons!

2 – 5 Players          Ages 6+          20mins

Playing with sticky tongues has never been more fun than what you’ll find in Sticky Chameleons!

Each player has a long sticky “tongue”, and the table is covered with six types of insect tiles in six colours, along with a few fly tokens. To start a round, someone rolls the two dice — one showing a colour, the other an insect — then everyone rushes to “grab” the appropriately coloured insect tile by slapping it with their tongue. Tiles will go flying! The round doesn’t end until someone removes the tile from their tongue and holds the tile in their hand. This player scores a point, then you do it all again. Whoever scores the predetermined number of points first wins!

Compounded : Chemical Chaos expansion

Players 2 – 5          Ages 13+          30 – 90mins

The Chemical Chaos promotional expansion pack adds 14 new Compounds and 1 additional Lab Fire to your game of Compounded. These mix in more strategic play and chaos to the game.

When playing with the Chemical Chaos expansion pack, remove the starting Compound cards from the game. Shuffle the 14 new Compounds into the Compound deck and set up the starting research field with all random Compounds. Then separate the deck into 7 stacks and add the 6 Lab Fires. Game play then continues per the normal rules.

Contents:
1 Lab Fire
3 Isocyanic Acid
3 Cyanogen
3 Disulfur Dinitride
3 Hydrogen Cyanide
3 Hydroxylamine

D&D 5th ed: Curse of Strahd Tarokka Deck

The Tarokka Deck is an integral part of how the players will play Curse of Strahd as it is designed to have the random Wind’s of Fate feel of how the adventure progresses. Includes 54 Tarokka cards and includes Prophet’s Gambit, a card game for 3-5 players.

Letters from Whitechapel

Players 2 – 6          Ages 13+          120mins

Get ready to enter the poor and dreary Whitechapel district in London 1888 – the scene of the mysterious Jack the Ripper murders – with its crowded and smelly alleys, hawkers, shouting merchants, dirty children covered in rags who run through the crowd and beg for money, and prostitutes – called “the wretched” – on every street corner.

The board game Letters from Whitechapel, which plays in 90-150 minutes, takes the players right there. One player plays Jack the Ripper, and his goal is to take five victims before being caught. The other players are police detectives who must cooperate to catch Jack the Ripper before the end of the game. The game board represents the Whitechapel area at the time of Jack the Ripper and is marked with 199 numbered circles linked together by dotted lines. During play, Jack the Ripper, the Policemen, and the Wretched are moved along the dotted lines that represent Whitechapel’s streets. Jack the Ripper moves stealthily between numbered circles, while policemen move on their patrols between crossings, and the Wretched wander alone between the numbered circles.

Sentinel Comics – RPG

In Sentinel Comics: The Roleplaying Game, you and your friends play as comic-book heroes, either from the pages of Sentinel Comics or from your own imagination! Join forces against terrible villains and fight in dangerous environments, all in a tabletop roleplaying game!

The Sentinel Comics: The Roleplaying Game – Starter Kit comes with everything you need to play your first entire super-heroic campaign! This starter kit comes with a ton of information and gameplay content across thirteen booklets. The first booklet is the Gameplay Guide, which includes all of the rules of both how to play a hero for the individual players, and also how to run adventures, for whoever will be the Game Master, a.k.a. the GM. This booklet will teach players, regardless of their familiarity level with roleplaying games, and make the learning process for playing the Sentinel Comics RPG quick, simple, and straightforward. The next six booklets are all character folios – a separate hero sheet booklet for each member of the Freedom Five, plus one more for their former intern Unity! The character folio booklets will not only present the character sheet for each hero, but also teach how each portion of the hero sheets are used, and how that sheet relates to the rest of the game.

The last six booklets are the most exciting. Each is a complete adventure, aimed at both teaching Sentinel Comics: The Roleplaying Game through actual play and also telling the story of Sentinel Comics, in the aftermath of the Sentinels of the Multiverse card game. These adventures will introduce game mechanics and also notable characters and locations. They will tell a story that is engaging but also allows the players to take part in telling the story and advancing the plot. The six adventure booklets each act as a complete issue of a comic, with all six of them telling a self-contained story arc. By the end of the last issue, players will have braved dangerous environments, fought deadly foes, and (hopefully) foiled the plot of one of the most notable villains from the pages of Sentinel Comics.

Viticulture: Tuscany Expansion (Essential Ed)

Players 1 – 6          Ages 14+        60 – 120mins

Tuscany: Expand the World of Viticulture significantly extends the original game of wine making. Using a tiered system that lets you gradually unlock (“uncork”) a number of new expansions to Viticulture legacy-style in an order that’s unique to your game, Tuscany enhances and completes the rustic world that Viticulture introduced. Just like Viticulture, Tuscany plays 2-6 players and has a play time of around 20 minutes per player.

These expansions add asymmetric starting resources, new and advanced visitor cards, an extended game board for actions in all four seasons, special types of worker meeples, and more. What story will you tell as you seek to create the most successful vineyard in Tuscany?

Firefly Adventures: Brigands and Browncoats

Players 1 – 5          Ages 14+          90 – 120mins

Firefly: Adventures is a cooperative, mission based, skirmish-level game where the players use the different skills and abilities of Malcolm, Zoë, Jayne, Kaylee and Wash to succeed. The game contains two distinct miniature game pieces for each crew member, one in Casual relaxed pose, the other in a Heroic action pose. Crew may choose to Act Casual or Act Heroic and each pose has a unique set of actions that the Crew can perform on their turn, but be warned – while no one’s gonna pay much mind to someone with a casual demeanor, acting all heroic is sure to attract unwanted attention.

When you and the Crew get to work, a Job Briefing will tell you all you need to know; what your Crew needs to accomplish, how they might succeed and how long they have to get it done. Some Jobs are easier and faster, some are longer and more involved. What type of Job you want to tackle is up to you. You can work a single Job, or a series of Jobs, using the Credits you earn from one Job to equip the Crew for the next Job.

Working a Job is never easy, there’s always some manner of malcontents standing in your way. You and the Crew are sure to run afoul of hired Goons, whether it’s a posse of unruly Cowboys or a gang of Eavesdown Docks Thugs. Depending on the circumstances, you may be able to talk your way out of trouble or distract them with some technical know-what. If not, then the situation may require a bit of violence! Brigands & Browncoats includes ten unique detailed Goon game pieces; five Cowboys and five Thugs.

Tiny Epic Quest

Players 1 – 4          Ages 14+          60mins

A world of peace has been torn asunder by the opening of a vile portal from the goblin kingdom. Nasty goblins pour into the peaceful groves and villages of the elf world, setting the realm ablaze. Now you, the heroes, must quest in order to right this wrong. There are two paths to victory: closing the portal or slaying all the goblins. Which one will you choose? Either way, your quests will be aided by the help of the surviving mushroom folk — and by the epic items that have been lost in the realm’s deep dungeons. The world is ending quickly, so you must act fast to save it, but you also need to know when your luck will run out…

In Tiny Epic Quest, players embark on a sandbox adventure. Each player controls a band of three elf heroes questing to save the world and the sacred mushroom folk from the intruding goblins.

Each round is broken into two phases: day and night. During the day, players travel far and wide, visiting villages to acquire quests, monuments to learn powerful spells, mushroom groves to seek guidance, and treacherous locations in search of artifacts! Acquiring artifacts empower the heroes with unique abilities; this may improve a heroes’ movement or combat, or their ability to learn spells or mitigate harmful dice rolls.

Heroes must travel by foot, by horse, by raft, by boat and by gryphon to get to everywhere they need to go to satisfy their quests — or to position themselves for what night brings. As each type of movement is different, and limited, players need to take careful consideration when traveling, and how they travel, if they wish to accomplish all of their goals.

During the night, players must face the challenge of their quests, and decisions, by rolling dice, hoping for fortune, and knowing when to quit. Will you press on? Or is it time to save your progress and rest? Tomorrow is another day.

The game ends once the portal is closed or all the goblins have been eradicated. The player who has acquired the most victory points by slaying goblins, learning spells, and completing quests is crowned the winner!