Dice Rolling

Monsterpocalypse: Voltron – Defender of the Universe Battle Game

Voltron: Defender of the Universe battle game includes everything two players need to stage epic battles between the forces of Voltron and the Galaxy Alliance and Prince Lotor and his robeast Lo-tron of the fiendish Drule Empire.

Includes 22 pre-painted plastic figures, including Voltron, 5 Voltron Lions, 5 Galaxy Garrison Cruisers, Lo-Tron, 1 Prince Lotor’s Command Ship, 4 Robeasts, and 5 Lo-Tron Force Skull Ships. The game will also include 1 double-sided play mat, 24 specialty dice, 4 status counters, and a full-color rulebook. Completely compatible with all current Monsterpocalypse series.

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Kakaris Maelstrom adds:
Voltron: Defender of the Universe is a standalone game in the Monsterpocalypse game world, targeted at gamers who were hoping to see more "name brand" monsters in the game. The Voltron box offers players an excellent (and complete) way to get into the game but with some characters you're likely already familiar with. The game is also fully compatiable with other Monsterpocalypse miniatures and maps, so you'll no doubt start to see Terra Kahn vs. Voltron and such.

Voltron (and his nemesis Lo-Tron) are morphers, a type of monster whose Alpha form is made up of a series of unit-sized pieces. Voltron is unique in that previous morpher's Alpha forms were made up of 4 units, whereas Voltron and Lo-Tron are both 5 units. In addition, the battles are fought in space rather than on a traditional Monsterpocalypse city block.

Monsterpocalypse is a unexpectedly strategic CMG. Based in the world of kaiju (loosely translated from Japanese as ‘giant monster’), you'll control a monster and a legion of support units. You'll vie for control of critical board positions as you try to optimize your die pools. Then unleash your fury against your opponent's monster using a variety of power attacks, destroying a city block or two along the way.

Note: This is a protected game and requires having a membership to play. See game associate for details.

Near and Far

Four wanderers search for the Last Ruin, a city that legends say contains an artifact that will grant the greatest desires of the heart. A lost love, redemption, acceptance, a family rejoined-- these are the fires that fuel the wanderers' journeys, but can they overcome their own greed and inner demons on the way?

In Near and Far, you and up to three friends explore many different maps in a search for the Last Ruin, recruiting adventurers, hunting for treasure, and competing to be the most storied traveler. You must collect food and equipment at town for long journeys to mysterious locales, making sure not to forget enough weapons to fight off bandits, living statues, and rusty robots! Sometimes in your travels you'll run into something unique and one of your friends will read what happens to you from a book of stories, giving you a choice of how to react, creating a new and memorable tale each time you play.

Near and Far is a sequel to Above and Below and includes a book of encounters. This time players read over ten game sessions to reach the end of the story. Each chapter is played on a completely new map with unique art and adventures.

Answer the call of the ruins and begin your journey.

Ninja Taisen

Ninja Taisen is a two-player, dice-driven open information abstract game with a random set-up. Both players have identical sets of ten fighters, with three fighters in each of three colors with values 1–3 along with a tri-colored boss valued at 4; these fighters are placed in small stacks of varying size onto a line that's eleven steps long. On a player's turn, he rolls the three colored dice and can make up to three moves accordingly, with the blue die moving a blue fighter, etc. Moving a fighter that has other fighters on top of him moves these other fighters as well.

If, as a result of movement, his fighter (or stack of fighters) encounters an enemy, a fight between the two top cards in each stack occurs, the result of which is decided primarily by the color (via a rock-paper-scissors mechanism) and secondarily by the number (highest wins). If the boss wins a fight, its power is reduced by the enemy's power for the remainder of the current fight; if two fighters draw, they both retreat one step toward their own village, possibly precipitating other fights on the same turn. The fight continues until either pile is depleted.

The first player to either defeat all of the opposing fighters or reach the end of the line (and clear out the opponent's fighters in his village) wins.

Dragon Rampage

Dragon Rampage, a competitive fantasy game by Richard Launius, is a strategic dice game for 3 to 5 players. Each player takes the role of one of the adventurers (all with different abilities) and the goal is to score the most points at the end of the game by fighting against or running from (or some combination of the two) the dragon you just woke up, and tallying up the treasure and gold you obtain in the dungeon. Players roll seven specially designed dice and choose whether to focus on grabbing treasure (from the dragon or from another player), fighting the dragon, protecting themselves (and their treasure), or running for the exit. Try not to draw the dragon's attention as you make your way, and note that your fellow adventurers may hinder (or aid) you in your strategy and the final scoring varies depending on how the game ends, so watch your step!

The contents of Dragon Rampage is:

1 rulebook

1 game board
6 character mats

30 hero wound tokens (red crystals)
1 first player token
1 re-roll token
8 dice

72 dragon wound cubes (12 per player)
54 hero action tokens (9 per player)
6 player movement tokens (1 per player)

128 cards:

24 dragon rampage cards
32 treasure cards
72 hero character cards (12 per hero)

50 coin tokens:

20 5-value coins
30 1-value coins

Maginor

This is a re-working of Reiner Knizia's Vegas. Maginor adds some cards, spells, and a different "dueling" mechanic.

The theme is that players are trying to gain votes from various oracles. Maginor visits each one in turn. The player with the most influence counters at an oracle can take either the points for the oracle or the spell card there. The player with the second most influence gets whichever the first player didn't take. Spells have one-time effects that alter different aspects of the game.

Influence is gained at the oracles both by playing cards and rolling a die. This gives a mix of random chance and control over the game. If a player tries to get influence in a position occupied by another player's influence counter, they must duel. This is a RPS mechanic with a twist. If both players choose an "earthbeast" in the duel, the defender wins.

When all oracles are scored, the player with the most total votes wins.