Hand Management

War of the Ring: The Card Game

Inspired by the best-selling and award-winning War of the Ring board game, War of the Ring: The Card Game allows players to journey to the world of J.R.R. Tolkien’s The Lord of the Rings and create their own version of the dramatic conflict between the Dark Lord, Sauron, and the Free Peoples of Middle-earth.
In War of the Ring: The Card Game, up to 4 players compete in two teams, the Shadow against the Free Peoples, each player using a specific and different card deck representing the strengths and weaknesses of the different factions involved in the war.
The Free Peoples desperately try to complete their quest to destroy the One Ring, while at the same time defending their homelands from the encroaching hordes of Sauron and from his evil allies.

The Shadow players must strike quickly and decisively, before the Ring-bearers can complete their quest; or try to slowly corrupt Frodo, burdening him with wounds, toil, and the sorrow for the loss of his Companions.

During the game, players will take turns playing cards representing the characters, armies, items, and events of the War of the Ring. Each card they play will help or hinder the journey of the Fellowship as it progresses on its Path; or be used to defend or conquer the strongholds of Middle-earth, as they fight to control the new Battleground cards activated in each round.

With more than 100 original illustrations from the greatest Tolkienian artists in the world, including an amazing gallery of landscapes from The Shire to Mordor by John and Fataneh Howe, War of the Ring: The Card Game is more than a game – it also a memorable collection for all lovers of the world imagined by J.R.R. Tolkien.

This is your chance to forge the destiny of an age, like you never did before!

—description from the publisher

Horizons of Spirit Island

Horizons of Spirit Island features the core mechanisms of Spirit Island, but features a new double-sided game board with a streamlined set-up, punchboard components, and five new Spirits designed to be ideal for those playing a Spirit Island game for the first time. These new Spirits are compatible with all existing Spirit Island components, but to play with expansions like Jagged Earth, you would need a copy of Spirit Island itself.

Oh My Brain

Summer nights, the woods, and the campfires where it is good to roast marshmallows — it doesn't get better than this!

Well - that is about to change! Suddenly, out of the bushes, hordes of zombie animals are rushing towards you. Do they want to steal your marshmallows? Not at all! It's your brains they want to cube and roast over the campfire. Your goal in Oh My Brain is to rid yourself of these assailants — that is, the cards in your hand — as quickly as possible to avoid gradually losing your mind because losing your brain entirely means being transformed into a zombie...and losing the game!

The card deck consists of cards numbered 0-19, and to start a round of play each player takes three cards from the deck and places one in their "cemetery" (a card holder) and the other two in their hand. They then do this twice more to have a hand of six cards and a cemetery of three cards. Each player starts with a number of brain tokens.

On a turn, you must play to the central pile (campfire), playing a number higher than the current highest number. You can play multiple copies of the same number, and if you do, you place all copies of that number after the first one into the cemetery of one or more opponents. You can always play a 0, which restarts the pile. If you play an 8, the next player must play lower than an 8, then the pile ascends again. If you play an 11, you take another turn. If you play certain high or low cards, you must roll the special die, which may have you play again, steal a brain from another player, swap campfires with an opponent, or take some other action.

If you cannot play, you lose a brain token, clear the pile, draw two cards, place one of those cards in your cemetery, then start the pile again by playing from your hand. If you have fewer than three cards in hand at the end of a turn, refill your hand to three from the cards in your campfire. If you have played all of your cards, success! You have fended off the zombie animals, and all opponents lose a brain token for each card in their hand and cemetery. If any player has no brains remaining, the player with the most brain tokens wins; otherwise, shuffle the cards and play another round, starting with the player who has the fewest brains.

Wandering Towers

Each year, the graduating classes of the Ravenrealm Magic School compete to demonstrate their mastery of magic. For the final exam, all the wizards of each class must assemble at the legendary Ravenskeep… but every last one of them has procrastinated, distracted by learning new spells. They’ve also used all their potions—they can’t show up unprepared, with empty potion bottles!

Help your wizards get to Ravenskeep as quickly as possible. Using their magic they could even move the very towers atop which they stand to get there more easily! But how can they refill their potion bottles along the way? Well, here’s a little secret: Trapping wizards allows you to capture some of their magical essence in a bottle…