Novel-Based

Dune: Imperium

Some important links: The Official FAQ, the Unofficial FAQ, and an Automa (solo and 2p) Overview

Dune: Imperium is a game that finds inspiration in elements and characters from the Dune legacy, both the new film from Legendary Pictures and the seminal literary series from Frank Herbert, Brian Herbert, and Kevin J. Anderson.

As a leader of one of the Great Houses of the Landsraad, raise your banner and marshal your forces and spies. War is coming, and at the center of the conflict is Arrakis – Dune, the desert planet.

Dune: Imperium uses deck-building to add a hidden-information angle to traditional worker placement.

You start with a unique leader card, as well as deck identical to those of your opponents. As you acquire cards and build your deck, your choices will define your strengths and weaknesses. Cards allow you to send your Agents to certain spaces on the game board, so how your deck evolves affects your strategy. You might become more powerful militarily, able to deploy more troops than your opponents. Or you might acquire cards that give you an edge with the four political factions represented in the game: the Emperor, the Spacing Guild, the Bene Gesserit, and the Fremen.

Unlike many deck-building games, you don’t play your entire hand in one turn. Instead, you draw a hand of cards at the start of every round and alternate with other players, taking one Agent turn at a time (playing one card to send one of your Agents to the game board). When it’s your turn and you have no more Agents to place, you’ll take a Reveal turn, revealing the rest of your cards, which will provide Persuasion and Swords. Persuasion is used to acquire more cards, and Swords help your troops fight for the current round’s rewards as shown on the revealed Conflict card.

Defeat your rivals in combat, shrewdly navigate the political factions, and acquire precious The Spice Must Flow cards to lead your House to victory!

Arkham Horror: The King in Yellow Expansion

This expansion to the Arkham Horror Series, introduces a major new mechanic to the game -- Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected.

Featuring over 160 new cards, The King in Yellow heralds a darker age for Arkham Horror fans.

13 Blight cards, old friends gone irretrievably mad.
7 Magical Effect cards representing powerful new abilities.
The new Herald mechanic and the King in Yellow Herald.
3 new Monster tokens, more horrible than any before!
Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!

Arkham Horror: Dunwich Horror Expansion

Dunwich Horror is a large-box expansion for the Fantasy Flight Games edition of Arkham Horror, and is a part of the Arkham Horror Series.

Once again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses of the recluses who live outside of town. At night, the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unknown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperately need your help against the Horror that has manifested on the Whateley farm...

Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game.

This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.

Friday

Friday, the second game in the Friedemann Friese Series: Freitag-Project (Friedemann Friese), is based on the story of Robinson Crusoe and his loyal partner Friday (Freitag). You play as Friday, and when Robinson Crusoe crashes his ship on your island, your peaceful times are disturbed. You must help Robinson to survive the island and prepare him to defeat the pirates that are coming for the island.

Friday is a solitaire deck-building game in which you optimize your deck of fight cards in order to defeat the hazards of the island. During a turn the player will attempt to defeat hazard cards by playing fight cards from their deck. If defeated, a hazard card will become a fight card and is added to the player's deck. If failed, the player will lose life points but also get the opportunity to remove unwanted cards from their fight deck. In the end, the player will use their optimized fight deck to defeat the two pirate ships coming for the island, allowing Robinson Crusoe to escape the island and allowing you to finally have your peace back!

The Tea Dragon Society Card Game

Discover the ancient art form of Tea Dragon care-taking within The Tea Dragon Society Card Game, based on the graphic novel The Tea Dragon Society. Create a bond between yourself and your Tea Dragon that grows as you progress through the seasons, creating memories to share forever.

Each player's deck represents their own Tea Dragon. From turn to turn, players choose to draw a card — triggering effects and strengthening their position — or buy a card, improving their deck or scoring points. The game takes place over four seasons, starting in spring and ending in winter. At the end of winter, the player who has the most points wins.