Fantasy

Bad Bones

You lead the good life at the top of your tower, contemplating your peaceful kingdom and chatting with your charming neighbors. Life is absolute happiness. Well, it was...

Terrible skeletons have arisen with a creepy clatter from their graves across the realms' ancient cemeteries. Those scouts that return report endless streams of bony hordes marching toward each kingdom, ravaging the lands as they come. Faced with this sudden threat, even your once friendly neighbors seem to have turned against you as they withdraw to their keeps to defend their own frightened kingdoms, focusing on their own villages and tower.

Your kingdom is at siege by the living dead. You raise troops, build walls, lay traps, prepare magical spells and even wake your pet dragon. Hopefully they can be slowed, or if you're devilishly crafty, they can be turned toward those traitorous adjoining kingdoms. In this battle, your best asset is your brave and proud hero, who stands ready to slay those piles of walking bones. Alas, he can't fight everywhere, so if things get truly desperate, you could offer them your treasure to get some relief.

The ivory invaders want somewhere to call their own to live out their death in peace, and they have their eye sockets on you! Will you hold out, or will your home become the retirement village of the damned...?

Bad Bones is a game in which you must survive an invasion of ever more numerous and dangerous skeletons. The invasion cannot be defeated, so you must outlast your opponents to win the day. At your disposal are a range of weapons that defeat, slow, or even deflect the skeletons towards the other players. The game ends when one player's tower or village is wiped out.

A game turn takes place in four phases:

1] Hero Movement and Combat: Move your hero and eliminate the skeletons from the destination square.
2) Trap Placement: Place or remove traps on your personal board.
3) Skeletons Move: Move the skeletons forward, damaging your tower or your village if they move far enough.
4) Skeletons Spawn: Place new skeletons among the streams and on the edges of the player boards.

Each phase happens simultaneously for all players on their own player board, which means a game with up to six players can take only thirty minutes. Multiple copies of the game can be combined to play with as many players as you have space for, and the game can also be played solo. The rules are simple to explain and understand, with several strategic variations for experts.

Warhammer Underworlds: Nightvault

Warhammer Underworlds: Nightvault is an action-packed combat game for two players. Build your warband, construct your deck, and defeat your rivals.

Shadespire was once a city of wonder and magic, a mercantile metropolis whose rulers defied death, to the fury of Nagash. During the height of the city’s powers, rivals, thieves and would-be conquerors were locked away in the sprawling dungeon known as the Nightvault. After the city’s fall, Nagash broke open the chains that bound the shackled spirits within, giving them weapons to freeze the hearts of the living and enough memory of their torment to fill them with hatred and jealousy. The spectral dead delight in the chance to inflict this hatred upon the living, and the streets of Shadespire echo to the sounds of terrifying screams and cruel, mocking laughter...

The Game

In Warhammer Underworlds, you and your opponent pick a warband – 2 are included in this box – and build a deck of power and objective cards. After placing your warband on the hex-tiled game boards, you take turns making actions – movement and attacks – until 3 phases are played. Between actions, you can use the power cards to introduce effects and reactions that can swing the battle in your favour; building the best deck you can and using cunning to deploy these abilities at the perfect time is the secret to mastering the game and dominating your foe. Merely vanquishing your opponent’s warband does not guarantee victory – capturing objectives, standing your ground, making the best tactical choices and deploying the right cards at the right time will gain you the glory points you need to win!

Once you’re familiar with the rules, games will take around 30 minutes – you’ll always have time for a rematch.

In The Box

Everything you and a friend need to play games of Warhammer Underworlds is included in this box. Contained within:

A Stormcast Eternals warband – Stormsire’s Cursebreakers – made up of 3 push-fit, blue plastic miniatures (Rastus the Charmed, Ammis Dawnguard and the leader, Averon Stormsire);
A Nighthaunt warband – the Thorns of the Briarqueen – made up of 7 push-fit, bone-coloured plastic miniatures (The Ever-Hanged, Varclav the Cruel, the leader Briar Queen and 4 Chainrasps whom Nagash has not afforded the dignity of names). Both of these warbands are Easy To Build, with no glue necessary and a comprehensive, easy to follow construction guide;
A 32-page rulebook, including the story of Shadespire’s rise and fall, the opening of the Nightvault, the background of the 2 included warbands and all the rules you need to play – including new scatter mechanics, rules for resolving magic spells, and the use of lethal hexes, sections of game board that are fatal to those pushed in;
An 8-page quick start guide, covering the contents of the box, understanding your cards, movement and attacks, and playing your first game;
2 double-sided game boards, featuring hexes and objectives;
2 pre-built decks of power and objective cards – 96 in total – for use with the included warbands;
10 double-sided Fighter cards, providing the stats and information needed for the fighters in each warband at a glance;
5 attack dice, 3 defence dice and 3 magic dice;
11 double-sided objective tokens;
A scatter template;
30 wound tokens;
46 double-sided glory point tokens;
15 double-sided move and charge tokens;
15 Guard tokens;
8 activation counters.

Extra Rules

Warhammer Underworlds has an intense, fast and fun core ruleset, but the book contains a host of extras - new game modes, competitive and multiplayer rules:

Matched Play: designed for competitive play, this is a set of rules that level the playing field to the finest degree – perfect for fast, friendly rivalries and tournaments;
Multiplayer games: extra rules that allow you to combine 2 core sets of Warhammer Underworlds to create 3-or-4-player games, with clarified rules for resolving attacks and adjustments to victory conditions.

Also included is a glossary for quick and easy reference and a sample chapter of The Mirrored City, a Black Library novel set in Shadespire.

—description from the publisher

Moop's Monster Mashup

Description from the publisher:

The marvelous magician Moop is mashing up monsters to meet the marauding munchkins. He's created bizarre new animals such as the Owligator and Kangarooster! But the heroes can fight back with their own mixed-up weapons, including Sockodiles and the Beaver Cleaver. This version of Munchkin is the craziest ever...but it's still Munchkin, so the first player to Level 10 wins!

Moop's Monster Mashup is a standalone game, but can also be combined with Munchkin or any of the Munchkin games.

Gloom: Unquiet Dead

Publisher Blurb:

The Game of Inauspicious Incidents and Grave Consequences! In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths.

Unquiet Dead also introduces Stories, Undead, and Timing Symbols. The families of Gloom have many skeletons in their closets. In Unquiet Dead, the spooks come out to play. Mad scientists can Reanimate Relatives or Invent Invisibility. Vampires and shape shifters can Terrorize the Townsfolk and Go Mad in the Moonlight. Will you Give Up the Ghost, or will you hold onto it?

STORIES: These cards give your families even more to fight over. Whoever claims a story gains a special benefit ... but how long can you keep it?

UNDEAD: There are seven special Modifiers that allow a Character to become a supernatural creature -- a vampire, mummy, ghost, ghoul, wereduck, invisible person, or haunted portrait. These Undead Characters are both living and dead; you can still play Modifiers and Events on them, but they also count toward your Family Value and toward ending the game.

TIMING SYMBOLS: Card effects in Unquiet Dead have symbols to let you know whether a card has an Instant effect that occurs when the card is played from your hand; an Ongoing effect that lasts until it is covered by another card; or a Persistent effect that can last as long as the Character is still alive ... or Undead.

Gloom: Unfortunate Expeditions

The Gloom: Unfortunate Expeditions expansion adds one player and 55 cards to the game. Here is a description of the expansion from the publisher:

In the Gloom card game, you make your eccentric family of misfits suffer the greatest tragedies possible before helping them pass on to the well-deserved respite of death. Just mix the 55 transparent cards in this set together with your copy of Gloom to add morbid new Modifiers, Events, and Untimely Deaths, and a new family of intrepid explorers who've faced misfortune across the globe. These days Colonel Bumpersnoot is really more of a bargain hunter, while Lady Bumpersnoot struggles with high society -- but she always loves to have guests for dinner. Their Towering Treehouse is included as a Residence card to use with the Unhappy Homes expansion.

Unfortunate Expeditions introduces expeditions into the game. Only one expedition can be in play at a time. An expedition's rules affect all players as long as it remains in play. When you play a modifier of untimely death that has an expedition symbol, resolved the immediate effects of the card, then replace the current expedition with the one shown on the card. Some cards also have special effects that occur if an active expedition is already in play when the card is played.