Horror

Shadows of Brimstone: Forbidden Fortress

Shadows of Brimstone: Forbidden Fortress is a new dungeon crawl adventure board game in the Shadows of Brimstone series. It can either be played on its own, as a stand-alone game, or it can be used in combination with any and all of the other Shadows of Brimstone products! It is fully compatible, in every way!

Players take on the role of courageous Heroes, fighting back a tide of evil creatures and demons that have invaded their world! Play as the stalwart Samurai Warrior, using your mastery of the Katana and your bushido code of honor to defeat your foes in combat, the nimble and deadly ninja Assassin, using stealth and speed as weapons, the Traveling Monk, a member of an ancient Yamabushi order devoted to fighting supernatural creatures wherever they may be found, and the powerful and mystic Sorceress, who wields Elemental Magik to crush her enemies

Set in Feudal Japan, the Heroes must brave the Forbidden Fortress; a feudal castle overrun with all manner of Demons, Ghosts, and Monsters inspired by Japanese myth and legend. The massive Oni, red beast-like ogres wielding giant clubs, stalk the halls, while deadly Tengu sword masters descend from the skies with their raven wings to attack the Heroes. Legions of Samurai Dishonored Dead rise from the grave, and writhing Acidic Tentacles burst from the floor to spit acid and feed on the Heroes with their razor sharp teeth. But at the heart of the fortress lie the most terrifying and epic foes of all; the Harionago, a ghostly, demonic woman, held aloft by the twisting strands of her animated hair, which is also used to entangle and slash at the Heroes with its vicious barbs, and the towering Living Statue, possessed by Darkness to break away from its posts, wreaking havoc and smashing the castle it was once built to protect!

Game Features

Includes 27 multi piece hard plastic, 32mm scale game miniatures for the Heroes and Enemies.
Immersive adventures and story driven gameplay, using the Shadows of Brimstone™ Game Engine.
Fully Cooperative, with all of the players working together against the game itself
Dynamically generated adventures, 12 different Missions, and 4 unique Heroes with many options for customization, the game is designed for massive replayability.
Built-in Campaign system for keeping your Hero characters from game to game, finding new items on your adventures and gaining new skills and abilities as you go up in level.
Heroes visit a Feudal Japanese Village between mission to re-stock and re-supply before the next adventure, having a mini-adventure in town.
Double-sided Map Tiles include a Japanese Fortress on one side and the Belly of the Beast OtherWorld on the back side for the Heroes to explore; stepping through a shimmering portal and continuing their adventures in an alien world inside of a massive living creature.
Over 250 game cards, a full set of beautifully illustrated, double-sided Map Tiles, a host of dice and counters, and all of the large Hero and Enemy record sheets needed to play
Includes a CD Soundtrack of original Music, created to set the mood while playing.

Shadows of Brimstone: Forbidden Fortress can be played on its own as a stand-alone game, or it can be used in combination with any and all of the other Shadows of Brimstone products already available! It is fully compatible, in every way! For new players, Forbidden Fortress will make a great introduction to the world of Shadows of Brimstone, and for veteran players, it adds a ton of new content, including two brand new Worlds to explore - the Japanese castles and temples of the Forbidden Fortress and a living world inside a massive creature in the Belly of the Beast. It also includes a brand new set of Heroes and Enemies to add to your games. With the option of starting your Heroes in Feudal Japan or the Old West, or having a mixed party of Heroes, drawn from both worlds, the possibilities are endless!

One Week Ultimate Werewolf

One Week Ultimate Werewolf takes the gameplay of One Night Ultimate Werewolf and twists it up in a knot, with ever-increasing tension as you venture into the special rooms of Ludwig Castle. Each room provides a special power, and those powers are the key to figuring out the mystery of who among you is a werewolf. Roles can be viewed and switched several times before all is said and done, then the final vote takes place.

As in One Night Ultimate Werewolf, your goal is to figure out the secret roles of your opponents as well as your own role by the end of the game. Each day, you enter a different room with a unique ability, and each night you interact with the other players in that room. In addition to the 3-7 players, three staff members roam the castle, and each of them also has a secret role. After a week's investigation (which should take about 45 minutes), it all comes down to a vote. If you're a werewolf, you're trying to remain undiscovered. If you're a villager, you're trying to find those sneaky werewolves. And if you're a Tanner, well, you're trying to get caught!

One Week Ultimate Werewolf comes with more than a dozen unique rooms. You play with just a few each game, making each game different.

World of SMOG: Rise of Moloch

The World of SMOG: Rise of Moloch is a Victorian adventure board game, for 2 to 5 players, set in an alternate England, where magic and technology have taken an extraordinary turn. Playable as a campaign or individual adventures, Rise of Moloch puts one player in the position of the Nemesis, against the intrepid Gentlemen controlled by the other players trying to save the Crown. Secretly activate the order of your characters through different scenarios, enjoy your steam power weapons, and save your special actions for the most opportune moments - you surely don't want to make your opponent stronger!

Rise of Moloch is a campaign driven adventure, played over a series of missions, each telling part of the overall story of Moloch's rise to power (or defeat at the hands of the fearless Gentlemen!). Each mission features a unique board setup and goals for both the Nemesis player and Gentlemen players to complete. More so, subsequent missions will be impacted by the outcome of the one before it, weaving the overall story and game-play together to make each campaign unique.

Players will each control one or more of the intrepid Gentlemen or, in the case of the Nemesis player, cunning Agents and Minions, all with unique powers and upgrades they will utilize to complete the various goals of each mission.

Arkham Horror (3rd Edition)

The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies, drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to End All Wars.

Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the thresholds between worlds. Occult rituals must be stopped and alien creatures destroyed before the Ancient Ones make our world their ruined dominion.

Only a handful of investigators stand against the Arkham Horror. Will they prevail?

Arkham Horror (Third Edition) is a cooperative board game for one to six players who take on the roles of investigators trying to rid the world of eldritch beings known as Ancient Ones. Based on the works of H.P. Lovecraft, players will have to gather clues, defeat terrifying monsters, and find tools and allies if they are to stand any chance of defeating the creatures that dwell just beyond the veil of our reality.

The game is split into a series of rounds made up of four phases.

The Action Phase
The Monster Phase
The Encounter Phase
The Mythos Phase

The Action Phase sees your investigators fighting back against the dark power of the mythos. During this phase, each investigator can perform two different actions.

Move – Investigators can move up to two spaces in the city, spending money to hire speedy transport and move additional spaces. The space where you end your turn will determine what encounter card you draw later in the turn.
Gather Resources – Gain one dollar token, which can be used to purchase items and goods as well as increase how far you can move
Focus – Focus one of your skills, increasing its value.
Ward – Attempt to remove doom from your location. Increasing doom means danger for the investigators, and removing doom can delay these apocalyptic heraldings.
Attack – Attack a monster engaged with you.
Evade – Try to escape from a monster engaged with you.
Research – Search for clues at your location.
Trade – Trade money, clues, items, and more with other investigators at your location.

—description from the publisher

Werewolves of Miller's Hollow

Werewolves of Miller's Hollow is a game that takes place in a small village which is haunted by werewolves. Each player is secretly assigned a role - Werewolf, Ordinary Townsfolk, or special character such as The Sheriff, The Hunter, the Witch, the Little Girl, The Fortune Teller and so on... There is also a Moderator player who controls the flow of the game. The game alternates between night and day phases. At night, the Werewolves secretly choose a Villager to kill. During the day, the Villager who was killed is revealed and is out of the game. The remaining Villagers (normal and special villagers alike) then deliberate and vote on a player they suspect is a Werewolf, helped (or hindered) by the clues the special characters add to the general deliberation. The chosen player is "lynched", reveals his/her role and is out of the game. Werewolf is a social game that requires no equipment to play, and can accommodate almost any large group of players.

The Werewolves of Miller's Hollow/les Loups-Garous de Thiercelieux/Die Werwölfe von Düsterwald is a published version arranged by Hervé Marly and Philippe des Pallières and published by Lui-même, 2001 for 8-23 players. This has been nominated for the 2003 Spiel des Jahres award.

Werewolves of Miller's Hollow is a separate game from Werewolf, and was split from that entry at the request of Asmodee.