Novel-Based

Choose Your Own Adventure: War with the Evil Power Master

For centuries, the Lacoonian System, an alliance of the most advanced civilizations in the galaxy, has lived in peace, but now the Evil Power Master has returned and is leading a destructive rebellion. The Lacoonian System's Rapid Force crew must band together, follow data and clues the Evil Power Master left behind, and discover his location to defeat him in an epic final battle. Can you restore order to the galaxy?

Explore a brand new co-operative narrative adventure with the next entry in the Choose Your Own Adventure game series: War with the Evil Power Master! Travel to the furthest reaches of the galaxy, make risky choices, collect items, and face off against dire challenges.

—description from the publisher

Clacks: A Discworld Board Game

Clacks: A Discworld Board Game is based on the "Clacks" semaphore messaging system — the fastest (non-magical) messaging system on the Discworld — featured in Sir Terry Pratchett's novel Going Postal.

Using a semaphore system of shuttered lamps on top of high towers, the Grand Trunk Semaphore Company has revolutionized long-distance communications on the Discworld. Their network of towers covers most of the Unnamed Continent, but now the old postal service is fighting back. Driven by the determination of newly "volunteered" Post Master Moist Von Lipwig, the Ankh-Morpork Post Office has challenged the Clacks operators to a race from Ankh-Morpork to Genua.

Play against your friends and claim the title of Fastest Clacks Operator on the line, or play together as a team to win the race across the Discworld and prove that Clacks is here to stay. In more detail, Clacks: A Discworld Board Game contains rules for a player vs. player game, a co-operative race game against the Post Office, and a children's introductory game.

Red Rising

Enter the futuristic universe of Red Rising, based on the book series by Pierce Brown featuring a dystopian society divided into fourteen castes. You represent a house attempting to rise to power as you piece together an assortment of followers (represented by your hand of cards). Will you break the chains of the Society or embrace the dominance of the Golds?

Red Rising is a hand-management, combo-building game for 1-6 players (45-60 minute playing time). You start with a hand of 5 cards, and on your turn you will deploy 1 of those cards to a location on the board, activating that card’s deploy benefit. You will then gain the top card from another location (face up) or the deck (face down), gaining that locations benefit and adding the card to your hand as you enhance your end-game point total. If at any point you’re really happy with your hand, you can instead use your turn to reveal a card from the top of the deck and place it on a location to gain that location’s benefit.

—description from the publisher

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!