Dice Rolling

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!

Dice Town

Each player gets a cup with five poker dice and eight dollars. Each turn, a player will put together a poker hand and depending on the roll, take control of various key places in Dice Town that will allow him to perform the corresponding action of the location.

In a turn, all players shake their cup and take out all but one die, which is kept apart from the others. They repeat the process with the remaining dice until all five dice are on the table. Players may want to keep more than one die; they pay one dollar for each additional die.

Now the locations are checked...

Nines: In the gold mine, the player with the most 9's may take one nugget from the mine for each nine he has thrown.

Tens: In the bank, the player with the most 10's may rob the bank and take all bills there - each two bills represent one victory point at game end.

Jacks: The player who has the most J's goes to the general store and draws as many cards as he had thrown J's, keeping one. These cards may give from one to eight points, or entitle a player to perform the saloon or general store action twice in a row, place a die with a result of a player's choice under the cup without rolling, or steal 4 dollars from another player. There are many more cards of this kind that spice up the game.

Queens: The player with the most Q's in his roll wins the favor of the girls, and takes advantage of their charm to steal from an opponent. He may take as many cards from his opponent as he has thrown Q's, keeping one and giving back the others.

Kings: The player with the most K's becomes the new sheriff; he decides who wins in any ties, but the sheriff can be influenced with nuggets, cards, or money.

Aces/Poker hand: In the town hall, the player with the best poker hand gets a property claim worth from one to five victory points. Having aces in the best poker hand permits taking additional cards.

Finally, if a player did not win anything during a turn, he might visit Doc Badluck where he can choose any one of the following:
- equip oneself with barbed wire - the player has two property claims that cannot be stolen;
- draw the first card from the general store pile;
- all other players must give the player two dollars;
- an ace will bring a nugget from every other player.

The game ends when there are no more gold nuggets in the mine or when all property claims have been issued. Players count their points: 1 for each nugget, 1 for every two dollars, 5 for whomever is currently sheriff, and each general store and property card for its value.

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.

Blackout: Hong Kong

Hong Kong has been struck by a large scale unexpected blackout. As the government struggles to maintain control, you decide to take matters into your own hands and try to bring back some kind of societal order! Daily life as you were used to it has quickly dissolved. Even the most mundane tasks have become incredibly challenging without electric power. Whoever best manages this situation and restores the semblance of order will surely claim a position of power in post-blackout Hong Kong!

In Alexander Pfister's Blackout: Hong Kong, you have to manage ever-changing resources and a network of various specialists to keep Hong Kong from descending into chaos while also staying ahead of your rivals.

—description from the publisher

Die Zwerge

Based on the first novel of the Die Zwerge tetralogy [Eng. The Dwarves] by author Markus Heitz, the goal of the cooperative game Die Zwerge is to keep evil from flooding Girdlegard. During set-up, players choose one of the dwarves from the novel, each of which is equipped with a unique special ability and different stats for fighting, crafting, and movement.

Before each player's turn, the forces of evil usually break through one of the four big gates – which are guarded by different dwarven tribes – and further the spread of the Perished Land. On his turn a player spends two action points to use two of five actions. He can:

Fight against the advancing enemies (orcs, trolls, and älfar [Ger. albae], i.e. dark elves).
Travel to other locations.
Lobby the dwarven council to give advantages to all players – and without the favor of the dwarven council, everyone suffers disadvantages.
Solve a minor quest for rewards.
Take on the current major quest, revealing the next major quest if successful. Completing these quests is the only way to win the game.

For most of these actions, a player must succeed in a dice-driven challenge. If the players cannot control the flood of evil while simultaneously solving the major quests in time, they will lose.

Collector's edition:
additional:

New box cover
5 hand painted dwarf miniatures
10 cards Albae expansion
60 page artbook
5 art prints of the dwarfs
A3 poster "The smiting of Keenfire"
stein with motive "Krasnolud"
coaster "DIE ZWERGE"
numbered COLLECTOR’S EDITION certificate.