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BOARD GAMES & TABLETOP GAMES!


STAR WARS X WING THE FORCE AWAKENS CORE SET Take command of a Resistance X-wing or two First Order TIE fighters with The Force Awakens™ Core Set for the X-Wing™ Miniatures Game! In this two-player game of dramatic, high-speed dogfights, you and your opponent battle head-to-head for the fate of the galaxy. Secretly plot your maneuvers, fly at your enemies, take aim, and fire. It takes just minutes to learn the rules, but the game’s expansions and rules for squad building ensure there’s plenty of Star Wars action that you can explore and enjoy for years to come! A two-player game of high-speed Star Wars dogfights set during The Force Awakens. Three highly detailed and pre-painted miniature starfighters, one T-70 X-wing and two TIE/fo fighters.

Maneuver dials and templates make it easy to plot and execute your ships’ maneuvers. Combat is fast and deadly. A pre-existing range of expansions and rules for squad-building allow you tremendous freedom to explore different squad-builds, strategies, and even new factions.


CATAN THE SETTLERS Picture yourself in the era of discoveries: after a long voyage of great deprivation, your ships have finally reached the coast of an uncharted island. Its name shall be Catan! But you are not the only discoverer. Other fearless seafarers have also landed on the shores of Catan: the race to settle the island has begun!

COUP You are head of a family in an Italian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to destroy the influence of all the other families, forcing them into exile. Only one family will survive... In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area. Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different characters, each with a unique set of powers.


BETRAYAL AT HOUSE ON THE HILL Betrayal at House on the Hill quickly builds suspense and excitement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betrayal at House on the Hill is ideal for parties, family gatherings or casual fun with friends. Betrayal at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays

one of six possible characters. Secretly, one of the characters betrays the rest of the party, and the innocent members of the party must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strategic game. Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.


PANDEMIC Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases before mankind is wiped out. Players must work together playing to their characters’ strengths and planning their strategy of eradication before the diseases overwhelm the world with ever-increasing outbreaks. For example the Operation Specialist can build research stations which are needed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are out breaking fast and time is running out: the team must try to stem the tide of infection in diseased areas while also towards cures. A truly cooperative game where you all win or you all lose.

TICKET TO RIDE EUROPE Get ready for a new train adventure as you travel across Europe with Ticket to Ride - Europe, the new edition of the worldwide hit from Days of Wonder. From Edinburgh to Constantinople and from Lisbon to Moscow, the game will take you on a ride to the great cities of turn-of-the-century Europe. More than just a new map, Ticket to Ride - Europe features brand new gameplay elements including Tunnels, Ferries and Train Stations. Plus, we’ve upgraded you to First-Class accommoda-

tions with larger cards, new Train Station game pieces, and a lavishly illustrated gameboard. Like the original, the game remains elegantly simple, can be learned in three minutes, and appeals to both families and experienced gamers. Ticket to Ride - Europe is a complete, new game and does not require the original version. It is for 2 to 5 players, and it takes 30-60 minutes to play.


STAR WARS X WING INQUISITORS TIE Personally tasked by Darth Vader to eliminate any surviving Jedi Knights, the Inquisitor had access to the Empire’s most advanced technologies, including the TIE Advanced prototype, a groundbreaking improvement over the TIE fighter designs of its time. In X-Wing™, this lethal starfighter appears as a carefully detailed and pre-painted miniature at 1/270 scale, along with four ship cards, including one for the Inquisitor himself. Additional-

ly, the Inquisitor’s TIE Expansion Pack contains five upgrades, a maneuver dial, and all the tokens you need to launch into space and pursue your foes through the stars! This is not a complete game experience. A copy of the X-Wing Miniatures Game Core Set is required to play.

CODENAMES Two rival spymasters know the secret identities of 25 agents. Their teammates know the agents only by their CODENAMES. In Codenames, two teams compete to see who can make contact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And everyone wants to avoid the assassin. Codenames: Win or lose, it’s fun to figure out the clues.


CARCASSONNE Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are connected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area

is complete, that meeple scores points for its owner. During a game of Carcassonne, players are faced with decisions like: “Is it really worth putting my last meeple there?” or “Should I use this tile to expand my city, or should I place it near my opponent instead, giving him a hard time to complete his project and score points?” Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possibilities.

STAR WARS X WING MIST HUNTER

The signature vessel of the bounty hunters Zuckuss and 4-LOM, the Mist Hunter from the Mist Hunter Expansion Pack makes its entrance to X-Wing™ as a pre-painted, small-base miniature G-1A starfighter with three attack, one agility, four hull, and four shields. Meanwhile, the expansion’s nine upgrades reflect the Scum and Villainy faction’s willingness to gain advantages with modifications of questionable legality. You’ll find an illicit cloaking device and a tractor beam among the upgrades, along with four ship cards, a maneuver dial, and all requisite tokens. This is not a complete game experience. A copy of the X-Wing Miniatures Game Core Set is required to play.


MYSTERIUM A horrible crime has been committed on the grounds of Warwick Manor and it’s up to the psychic investigators to get to the bottom of it. In Mysterium, one player takes on the role of the ghost and over the course of a week, tries to lead the investigators to their culprit. Each night the team will be met with visions, but what is the ghost trying to tell you? Can the psychics determine the weapon, location and killer or will a violent criminal pull off the perfect murder?

CONCEPT In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting together, this team places pieces judiciously on the available icons on the game board. To get others to guess “milk”, for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for “food/ drink” and “white”. For a more complicated concept, such as “Leonardo DiCaprio”, the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then using sub-concept icons and their matching cubes to gives clues

to particular movies in which DiCaprio starred, such as Titanic or Inception. The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.


A GAME OF THRONES LCG 2ND EDITION Based on the best-selling novel series A Song of Ice and Fire by George R. R. Martin, A Game of Thrones: The Board Game Second Edition lets 3-6 players take control of the great houses of Westeros in an epic struggle to claim the Iron Throne. The updated second edition brings a host of enhancements to your A Game of Thrones experience. It incorporates elements from previous expansions, including ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innovations. Convenient player screens will hide your underhanded dealings from prying eyes, while new Tides of Battle cards convey the uncertainty of war. This, along with updated graphics and a clarified ruleset, means the time has never been better to claim the Iron Throne. A Game of Thrones: The Board Game Second Edition includes: 1 Rulebook and 1 Game Board. 138 Plastic Units. 105 Cards. 6 Player Screens.


TOKAIDO In Tokaido, each player is a traveler crossing the “East sea road”, one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when everyone has arrived at the end of the road you’ll have to be the most initiated traveler – which means that you’ll have to be the one who discovered the most interesting and varied things. The potential action spaces in Tokaido are laid out on a linear track, with players advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action. So, players must choose whether to advance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. The action spaces allow a variety of actions which will score in different, but roughly equal, ways. Some action spaces allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow

players to engage in various set collections which score points for assembling those sets. Some action spaces simply award players points for stopping on them, or give the player a randomly determined action from all of the other types. All of the actions in Tokaido are very simple, and combined with a unique graphic design, Tokaido offers players a peaceful zen mood in its play.


PANDEMIC LEGACY RED EDITION The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy - an epic twist on the now classic Pandemic mechanisms, ever-changing elements means that every game will be unique to your group & you can shape the world, the characters, and even the diseases.

DIXIT

One player is the storyteller for the turn. He looks at the 6 images in his hand. From one of these, he makes up a sentence and says it out loud (without showing the card to the other players). The other players select amongst their 6 images the one that best matches the sentence made up by the storyteller. Then, each of them gives their selected card to the storyteller, without showing it to the others. The storyteller shuffles his card with all the received cards. All pictures

are shown face up, randomly, and every player has to bet upon what picture was the storyteller’s. If nobody or everybody finds the correct picture, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer scores 3. Players score 1 point for every vote for their own picture. The game ends when the deck is empty or if someone reaches 30 points,so he wins. Otherwise the greatest total wins the game.


PANDEMIC LEGACY BLUE EDITION

The world is on the brink of disaster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercussions on the next. Will you let cities fall to the diseases? Will your team be enough to keep the viruses at bay for a whole year? Craft your own unique Pandemic experience with Pandemic Legacy - an epic twist on the now classic Pandemic mechanisms, ever-changing elements means that every game will be unique to your group & you can shape the world, the characters, and even the diseases.

MUNCHKIN BASE GAME Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

berment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

Admit it. You love it.

And it’s illustrated (now in full color!) by John Kovalic!

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismem-

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they’re laughing, you can steal their stuff. For 3-6 players. (2 can play, but more is better). Playing time: about an hour.


STAR WARS ARMADA IMPERIAL FIGHTER SQUADRONS In battle, the Empire deployed swarms of TIEs to neutralize enemy squadrons and safeguard its larger Star Destroyers and their superior firepower. These easily recognizable starfighters were designed for speed and maneuverability, rather than durability, and the aces who flew them through many battles quickly earned intimidating reputations for their combat skill and fanatical loyalty. The Imperial Fighter Squadrons Expansion Pack for Star Wars: Armada introduces an array of eight starfighter squadrons, evenly split between four different types of fighters. By adding these TIE advanced, TIE interceptor, TIE bomber, and TIE fighter squadrons to your fleet, you’ll be able to swarm your foes, protect your capital ships, and send the Rebellion’s hopes down in flames. This is not a complete game experience. A copy of the Star Wars: Armada Core Set is required to play.


STAR WARS X WING IMPERIAL VETERANS Maximize the impact of your TIE bombers and TIE defenders with the Imperial Veterans Expansion Pack for X-Wing™! Two new TIE miniatures come with alternate paint schemes – one gray TIE bomber with the Gamma Squadron’s signature white stripe and one TIE defender with the bold red paint scheme shared by Countess Ryad and the Glaive Squadron. Additionally, eight veteran pilots and thirteen upgrades dramatically expand your ships’ capabilities and versatility while a new mission, Disable the Relays, highlights many of their new tricks and tactics! This is not a complete game experience. A copy of the X-Wing Miniatures Game Core Set or The Force Awakens™ Core Set is required to play.

GUILLOTINE The French Revolution is famous in part for the use of the guillotine to put nobles to death, and this is the macabre subject of this light card game. As executioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, players are given cards which will manipulate the line order right before ‘harvesting,’ which is what makes the game interesting. After three days worth of chopping, the highest total carries the day.


STAR WARS ARMADA REBEL FIGHTER SQUADRONS

Even in the largest of battles, a single pilot can sometimes prove the difference between victory and defeat. Some of the most pivotal battles of the Galactic Civil War have been decided by the Rebellion’s courageous starfighter pilots. Squadrons play an important role in the tactical fleet battles of Star Wars: Armada. Though they’re dwarfed by the capital ships they accompany, squadrons are not to be ignored; swarms of them can take down even the largest of ships. By adding eight squadrons of A-wings, B-wings, X-wings, and Y-wings to your fleet, including unique squadrons led by such aces as Wedge Antilles and Tycho Celchu, the Rebel Fighter Squadrons Expansion Pack helps to tip the scales in your favor. This is not a complete game experience. A copy of the Star Wars: Armada Core Set is required to play.


MARRYING MR DARCY Marrying Mr. Darcy is a role-playing game where players are one of the female characters from Jane Austen’s novel Pride and Prejudice. Players work to improve themselves and become more desirable as potential wives for the available Suitors. The ladies do this by attending Events and improving their Characters, but advantage can be gained by the use of Cunning. All of their efforts are in hopes of securing the husband that will make them the most satisfied character at the end of the game. Game play is divided into two stages: the initial Courtship Stage and the concluding Proposal Stage.

The Courtship Stage is when players try to improve their Heroine’s chances of happiness by earning points playing Character Cards, and acquiring or playing Cunning Cards. Character Points help you to attract Suitors, and also count toward your total number of Character points at the end of the game. Cunning Points do not count towards your building your Character. However, the Heroine who has acquired the most Cunning will be the first player to enter the Proposal Stage later in the game, putting her at a significant advantage.

The Proposal Stage begins when Event Cards have been played. In this stage, players will roll to see which Suitor proposes to them, decide if they will marry them, and calculate their final score.

BOSS MONSTER 2 THE NEXT LEVEL It’s time to take your dungeon to The Next Level! Return to the videogame-inspired world of Arcadia in Boss Monster 2. This all-new 160-card set plays as a standalone game or as an expansion to the best-selling original card game. Become one of twelve new Bosses, Build powerful new Trap and Monster rooms, Cast Epic Spells, Face new challeng-

es, including Hybrid Heroes and Dark Heroes. Just like the original, Boss Monster 2 is designed for players of all skill levels. This set includes everything 2-4 players need for countless hours of dungeon-building fun. Combine it with the original Boss Monster and the possibilities are endless…


CATAN THE SETTLERS 5&6 PLAYER EXTENSION Catan 5th Edition hits our shores early this year. 5th Edition is completely compatible with your 4th Edition games. The die lines and die cut remain identical, meaning you could mix and match a 4th Edition copy of Settlers with a 5th Edition of Seafarers without difficulty or compatibility issues. Please understand that the following changes have been made. 1. The boxes have all transitioned from landscape to portrait. 2. The graphics of all covers and tiles and cards were executed by the same artist. 3. The backs of all cards remain the same, the faces of the cards are new art. 4. The tiles have similar perspective to the 4th edition tiles, but the art is new and slightly different, it’s a new artist. 5. The dice remain the same 6. The wood components remain the same colours and supplier. 7. The rules book contains new graphics. 8. The tile size and cut remain the same as the previous 4th edition, since July 2013.


KING OF TOKYO In King of Tokyo, you play mutant monsters, gigantic robots, and other aliens – all of whom are happily whacking each other in a joyous atmosphere in order to become the one and only King of Tokyo. At the start of each turn, you roll six dice. The dice show the following six symbols: 1, 2 or 3 Points of Destruction, Energy, Healing and Whack. Over three successive throws, choose whether to keep or discard each die in order to win destruction points, hoard energy, restore health, or whack other players into understanding that Tokyo is YOUR territory.

The fiercest player will be crowned King of Tokyo... and will end up facing all the other monsters alone! Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a second head which grants you an additional die, body armor, nova death ray, and more.... and it’s one of the most explosive games of the year! In order to win the game, one must either destroy Tokyo by accumulating 20 destruction points, or be the only surviving monster once the fighting has ended.


TAKENOKO A long time ago at the Japanese Imperial court, the Chinese Emperor offered a giant panda bear as a symbol of peace to the Japanese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bamboo garden. In Takenoko, the players will cultivate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bamboo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best,

STAR REALMS Star Realms is a spaceship combat deckbuilding game designed by Magic Pro Tour Champions and Hall of Famers Darwin Kastle and Rob Dougherty (developer and cofounder of the Ascension Deckbuilding Game).

growing the most bamboo while feeding the delicate appetite of the panda, will win the game.


SABOTEUR Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shatters the mine lamp. The saboteur has struck. But which of the players are saboteurs? Will you find the gold, or will the fiendish actions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn’t try and be too obvious about it, however, lest they be immediately discovered.

With the help of Dwarf Cards, the players are assigned their role: either miner or saboteur. The roles are kept secret- they are only revealed at the end of the game.

Once a player places a Path Card that reaches the gold, the round is over. The miners have won and

The Start Card and the three Goal Cards are placed onto the table, each seven card widths apart from each other. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which. Players have cards in hand. On a player’s turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass. The Path Cards form paths leading to the Goal Cards. Path Cards must be played next to a already-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways. The miners are trying to build an uninterrupted path from the Start

Action Cards can be placed in front of any player, including oneself. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.

receive cards with gold pieces as their reward. The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces. Once the Gold Cards have been distributed, the next round begins. The game is over at the end of the third round, with the player with the most gold pieces being the winner. Original description of the game came from Adam Spielt.


STAR WARS ARMADA GLADIATOR CLASS STAR DESTROYER Originally designed as an escort for larger Star Destroyers, the smaller Gladiator-class Star Destroyer measures roughly five-hundred meters and proved most effective as a long-range patrol ship deployed to the fringes of the galaxy. There, its brutal armament of turbolasers, concussion missiles, laser cannons, and TIE squadrons allowed it to

quickly subjugate any local opposition to the Galactic Empire. The Gladiator-class Star Destroyer Expansion Pack for Star Wars: Armada introduces one detailed and pre-painted miniature that the expansion’s two ship cards allow you to add to your fleet as either a Gladiator I or Gladiator II. You’ll also find all the command

dials and tokens that you need to bring your Star Destroyer to battle, along with ten upgrade cards that can enhance its attacks, allow it to move between attacks, and improve its accuracy. This is not a complete game experience. A copy of the Star Wars: Armada Core Set is required to play.


DOMINION In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can “buy” as they can afford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most efficient path to the precious victory points by game end. Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to immense variety.

STAR WARS X WING IMPERIAL RAIDER Explore epic new chapters in the Galactic Civil War with the Imperial Raider Expansion Pack for X-Wing™! The Empire gains a powerful counter to the Rebellion’s huge ships with one huge, pre-painted Imperial Raider-class corvette and a new TIE Advanced miniature that features an alternate paint scheme. With rules for “energy” to fuel your shields and abilities, plus a maneuver template that gives your Raider the feel of a truly huge ship, the Imperial Raider Expansion Pack is a tremendously valuable tool for all those looking to crush the

Rebellion in Cinematic and Epic Play! This is not a complete game experience. A copy of the X-Wing

Miniatures Game Core Set is required to play.


7 WONDERS DUEL In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages players acquire cards that provide resources or advance their military or scientific development in order to develop a civilization and complete wonders. What’s different about 7 Wonders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediately. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder. Each player starts with four wonder cards, and the construction of a wonder provides its owner with a special ability. Only seven wonders can be built, though, so one player will end up short. Players can purchase resources at any time from the bank, or they can gain cards during the game

that provide them with resources for future building; as you acquire resources, the cost for those particular resources increases for your opponent, representing your dominance in this area. A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent’s capital,

giving you a bonus at certain positions. If you reach the opponent’s capital, you win the game immediately. Similarly, if you acquire all six different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.


STAR WARS X WING IMPERIAL ASSAULT CARRIER Pursue the Rebellion’s subversive agents across the galaxy with the Imperial Assault Carrier Expansion Pack for X-Wing™! Designed for use within the game’s Cinematic Play and Epic Play formats, the Imperial Assault Carrier Expansion Pack’s pre-painted Gozanti-class cruiser miniature comes accompanied by two TIE fighter escorts, eleven ship cards, and twenty-six upgrades. Additionally, the expansion includes a set of four new missions for Cinematic Play that follow a Gozanti charged with intercepting and destroying agents of the Rebel Alliance. This is not a complete game experience. A copy of the X-Wing Miniatures Game Core Set is required to play.

LORDS OF WATERDEEP Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Wa-

terdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.


COUP REBELLION In Coup: Rebellion G54 (G54), the last player with influence in the game wins, with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power, and the deck is formed by three iterations of each role for fifteen cards total.

your characters face-up. Face-up characters cannot be used, and if both of your characters are faceup, you’re out of the game.

A player starts the game with two coins and two influence cards – i.e., two face-down character cards. On your turn, you can take any of the actions of the five characters in play, regardless of which characters you actually have in front of you, or you can take one of two general actions:

The last player to still have influence – that is, a face-down character – wins the game!

Income: Take one coin from the treasury. Coup: Pay seven coins and launch a coup against an opponent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.) When you take one of the character actions – whether actively on your turn, or defensively in response to someone else’s action – that character’s action automatically succeeds unless an opponent challenges you. In this case, if you can’t (or don’t) reveal the appropriate character, you lose an influence, turning one of

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanisms and rules, but with a variable deck of 25 characters, and in each game you choose to play with five out of the 25, so the relative power and advantage of each character changes from game to game. This is more of a gamer’s game than the original Coup as you can create a deck to increase bluffing, deduction, negotiation or luck.


HUGE RANGE OF BOARD GAMES AVAILABLE IN STORES! PLEASE CHECK WITH YOUR LOCAL STORE ON BOARD GAMES AVAILABILITY & PRICING. FIND YOUR NEAREST STORE... South Australia Ingle Farm.................................. (08) 8265 7283 Marion....................................... (08) 8296 1144 Mt Barker................................... (08) 8391 6300 Salisbury.................................... (08) 8281 0966 Seaford...................................... (08) 8327 1966 ACT Hyperdome................................ (02) 6293 3751

New South Wales Gametraders LIVE Penrith.........(02) 4731 3894 Blacktown................................. (02) 9676 1411 Macarthur Square (Campbelltown) (02) 4620 0750 Parramatta................................ (02) 9633 2833 Gametraders LIVE Hornsby....... (02) 9477 6477 Victoria Bacchus Marsh......................... (03) 5367 0717 Gametraders LIVE Mildura........ (03) 5023 7702

For more info visit: www.gametraders.com.au Queensland Chermside................................. (07) 3861 5000 Mackay...................................... (07) 4944 0998 Morayfield.................................. (07) 5495 7705


Gametraders Board game catalogue