Novel-Based

Lord of the Rings: The Fellowship of the Ring Deck-Building Game

In The Lord of the Rings: The Fellowship of the Ring Deck-Building Game, you take on the role of Frodo, Gandalf, Aragon or one of their brave and heroic allies in the struggle against the forces of the Dark Lord Sauron! While you begin armed only with basic combat maneuvers, you will add new, more powerful cards to your deck as you go, with the goal of defeating the deadly forces that serve Sauron as you make your way towards Mount Doom. In the end, the player who has accumulated the most victory points (VPs) from the cards in his deck wins.

Each player takes the role of one of seven iconic heroes from The Lord of the Rings: The Fellowship of the Ring: Aragorn, Frodo, Gandalf, Legolas, Gimli, Samwise, and Boromir. Each hero comes with a special power unique to that character and usable only by that player.

Each player starts with his own basic ten-card deck and draws a hand of five cards each turn. Power is the currency you will use to buy new, stronger cards to add to your deck. The goal of a deck-building game is to craft your personal deck into a well-oiled machine. There are five different types of cards that can be acquired: Enemies, Allies, Artifacts, Manuevers, and Locations.

To bolster their existing deck of cards, players use Power to acquire cards from "The Path", a large, central stack of cards that supplies a five-card line-up from which players make their purchases. Each player will always have five face-up cards from which to choose each turn, so every turn there are new options and surprises.

When a player has amassed enough Power, he or she may defeat more powerful enemies from the "Archenemy" deck. "Archenemy" cards are represented by the notable enemies from The Lord of the Rings: The Fellowship of the Ring, including Saruman, and the Balrog, among others. When an "Archenemy" is defeated, a new one appears and makes an Attack against each player in the game! Players can defend themselves with Defense cards like Boromir's Shield, Mithril Armor, "You Shall Not Pass!" and several others.

The objective for each player is to acquire the most VPs by the end of the game. Nearly every card acquired during the game has a VP value, with the "Archenemy" cards providing the most VPs. In the end, the player who has accumulated the most VPs from the cards in his deck wins.

Integrates with

The Lord of the Rings: The Two Towers Deck-Building Game
The Lord of the Rings: The Return of the King Deck-Building Game

Kingsport Festival

That flaming column was spouting volcanically. The combustion does not lay warmth, but only the clamminess of death and corruption. – The Festival, H.P. Lovecraft, 1923

In the unimaginable darkness of Kingsport, silent wanderers are called to a profane celebration. Their goal: to invoke unthinkable horrors! A dread terror that is not of this world or any other — but rather from the spaces between the stars — demands your submission. Meanwhile, unwary investigators vainly attempt to halt this appalling chapter in the dark history of Arkham.

As the high priest of one of these shadowy cults, you must dominate the city. You will invoke cosmic creatures and unholy gods to receive their "gifts", but you must take care to preserve your sanity and thwart the investigators who seek to stop you. This time, you are the bad guys. Why settle for the lesser evil?

Kingsport Festival, a game of bizarre cults set in the terrifying world of Howard Philips Lovecraft, lasts 12 rounds, each divided into six phases. All Cultists roll their dice and the one that rolled the lowest sum will play first and so on, then (in turn order) each one may invoke an Elder
God by using one or more of his dice, where the sum of their values is exactly equal to the number of the Elder God, or pass. Once all the dice are placed or players have passed, in ascending order, the Elder Gods give their gifts to the Cultists who invoked them: the Cultists may have to
lose Sanity points to receive the rewards. After Cultists have taken their dice back, in turn order each one may place his disk on one Building that is connected to another one he has already marked (starting from the House). To do so, he must pay the Domain resources required.

In turns marked with a blue marker on the Calendar, a Raid takes place: first the Event card and then
the Investigator card is revealed. Each Cultist calculates his Strength by adding up any modifiers he has due to Spells, Buildings, and other game effects (such as Events, Scenarios, etc.). If his strength is greater, the Cultist receives rewards; if is less, he suffers the penalty.

The game ends after the twelfth round is played. If the Scenario has a Festival card, it is revealed and its effects resolved at this time.
The Cultist who has the most Cult points is the winner.

Discworld: Ankh-Morpork

Martin Wallace and Treefrog Games present Ankh-Morpork, set in the largest city-state in Terry Pratchett's Discworld. Lord Vetinari has disappeared and different factions are trying to take control of the city. Each player has a secret personality with specific victory conditions, which means that you're not sure exactly what the other players need to do in order to win.

The action takes place on a map of Ankh-Morpork, with players trying to place minions and buildings through card play. Each of the 132 cards is unique, and "the cards bring the game to life as they include most of the famous characters that have appeared in the various books. The rules are relatively simple: Play a card and do what it says. Most cards have more than one action on them, and you can choose to do some or all of these actions. Some cards also allow you to play a second card, so you can chain actions" (Wallace).

A team of artists have recreated the city and its residents for the cards, game board and box, with Bernard Pearson coordinating that team. Ankh-Morpork has been sublicensed to Mayfair Games for the North American market and Kosmos for the German market.

Witches: A Discworld Game

The Witches: A Discworld Game is the second of three games by Martin Wallace set in Terry Pratchett's Discworld, the first being Discworld: Ankh-Morpork.

The Witches is set in the magically charged land of Lancre. Players take on the role of trainee witches, such as Tiffany Aching and Petulia Gristle, learning their craft and dealing with all the problems, both petty and serious, that life on Discworld can throw at them. A subtle blend of headology, magic and, of course, the all-important cup of tea will see our heroines tackle everything from a sick pig to a full-blown invasion of elves. Each player tries to be better at everything than the others, while also cooperating to prevent crises from escalating.

Life can be tough for a young witch in Lancre. Fear not, however, as some of Terry Pratchett's most famous characters will be on hand to aid your quest. Along the way you'll meet Granny Weatherwax, Nanny Ogg and Magrat Garlick, as well as a rich supporting cast of familiar faces from the Discworld series. When things get really tough and you feel you are turning "Black Aliss", you can always have a cup of tea with one of your fellow witches.

The Witches can be played competitively, cooperatively, or solo.