Modular Board

BattleLore: Scottish Wars

Another specialist pack expansion for BattleLore focusing on the Scottish Wars.

Contents:

42 new figures:
6 Iron Dwarves Cattle Riders
8 Iron Dwarves Clan Chiefs
16 Iron Dwarves Spear Bearers (previously introduced in the BattleLore: Dwarven Battalion Specialist Pack)
12 Mounted Knights

24 Banners (12 for each camp)
2×2 Cavalry
2×2 Clan Chiefs
2×4 Spear Bearers
2×4 Mounted Knights

8-page Rules Booklet, including Medieval Lore rules and 5 new adventures:
Stirling Bridge
Falkirk
Bannockburn
Dupplin Moor
Neville's Cross

7 Specialist cards (Mounted Knights (2), Iron Dwarves Cattle Riders, Clan Chiefs (2 different), Spear Bearers (2))
3 Unit Summary Cards (Mounted Knights, Iron Dwarves Cattle Riders, Clan Chiefs)
2 Weapon Summary Card (Knight’s Lance, Spear)

Expands:

BattleLore

Attila

Attila the Hun was an infamous barbarian warlord whose army of nomadic horsemen terrorized the people of Europe and Western Asia for nearly twenty years.

Attila, on the other hand, is a light and fast-paced game in which one player controls Attila and two of his warriors while the other player controls three Roman soldiers, one of them being Roman general Flavius Aetius.

To set up, players create a playing area from the four game board tiles (such as a 4x5 rectangle), then place their figures on empty spaces. On a turn, you move one of your tokens in a knight's move (as in chess); you can traverse occupied squares and empty space as long as you land on a free space. Then you place a scorched earth tile on any empty space. Players alternate turns, and whoever first can't move a token loses the game!

Fluxx: The Board Game

Fluxx: The Board Game lives up to its card game namesake as this board game is all about change: changing rules, changing goals, and changing tiles on the board.

Players start the game with their three pieces in the center of a 3x3 grid of tiles, with each tile divided into four spaces and each space showing an icon of some type (chocolate, sun, cookies, etc.) or an octagon or a portal. Players each start with three cards in hand, and the overall goal of the game is to collect 3-6 goal cards, with the exact number possibly changing during play.

On a turn, a player draws one card, plays one card, then moves one space, with all of those values being subject to change during gameplay; depending on what's currently allowed by the rules, you can also use movement points to rotate or move tiles in the play area. If you have a piece on each icon shown on the topmost goal card in play, you claim that card and are that much closer to winning. Players can also claim goal cards they have in hand by, again, placing their pieces on the appropriate icons. Other cards in the game allow players to change the rules, the game board, the ownership of player pieces, and so on.

Asphodel

At the mouth of the river of the dead is the mighty city of Asphodel. It is known by many other names, some call it Purgatory some Stygia. Many lives that were cut short by violence or tragedy resume here fighting each other in a nightly battle to gain the strength to move on while fending off the attacks of rival factions. Asphodel is a strategic skirmish game set in the afterlands.

Factions of ghosts fight over locations to gain enough resolve to move on. These locations exist as shadows of places in the world of the living. In the afterlands locations may be adjacent to other places that are actually many miles apart in the living world. Set up -----Each player begins by either choosing or randomly drawing one of the available factions:

The Drowned, whose lives were cut short by tragedy at sea, or perhaps at the bottom of a well.

The Burned, victims of fires, radiation, and explosions. Their connection to the fire has lasted into the next world.

The Gremlins, tinkering souls who lost their lives to the machines they still love.

The Mystics whose pursuit of knowledge and power has become even greater on the shadowy side of the shroud.

And the Poltergeists whose violent brutal ends leave them raging, and lashing out across the asphodel meadows and possibly beyond.

Players take turns moving their Ghosts, who are represented by dice. Ghosts will be banished, and summoned back to Asphodel. Ghosts may find the resolve to transcend this purgatory, scoring points for the player or they may find themselves stuck in Asphodel, wandering the twilight city forever.

Dos Rios

Players move their workers around the board (which is composed of variable groups of hexes) building houses along the banks of two rivers. Each turn certain hexes along the river pay out, either in money (which you use to build houses) or lumber (used to make dams). The first player to construct all five of their buildings (four houses and one hacienda) or a hacienda and three houses that are all on a riverbank, wins. Players build dams to change the flow of the rivers.