Some bright, shiny, new releases this week for your gaming pleasure!
RPG
Radicals Handbook-Dark Heresy: The most extreme and zealous Inquisitors of the Warhammer 40,000 universe, the Radical factions, walk a dark and dangerous path. Now, you and your acolytes can walk among, or against them, with the knowledge contained in the latest sourcebook: The Radical’s Handbook. From the mysterious Ragged Oracle of Seedworld AFG-218 to the horrors of the Maletek Stalker, The Radical’s Handbook contains a wealth of background information and game mechanics to enrich your Dark Heresy campaign.
Vorkosigan Saga-GURPS: From the award-winning science-fiction stories of Lois McMaster Bujold comes The Vorkosigan Saga Sourcebook and RPG . . . set in a future universe of honor and betrayal, war and intrigue, great victories and great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a warrior planet . . . and hopelessly crippled. No. Not hopelessly. A Vorkosigan never gives up. And when the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor and his own, because when Miles hits it hard enough, the universe gives way. Now you can enter the world of Miles Vorkosigan. Play his soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . . . and if you think you can dare as much, and talk as fast, as the "little Admiral."
Character Creation / Combat & Adventuring-Hero System 6th Edition: The Hero System has a new edition out, and it's better than ever! Incorporating everything we've learned from over 28 years and input from the most fervent fans in the industry, the 6th Edition rules will be in full color and hardcover for the first time, just in time for the new excitement being built up by the forthcoming Champions MMO releasing this summer! Now in two separate books, the 6th Edition is also available for purchase as a set of both.
Warhammer Fantasy Roleplay is a new, exciting way to experience the popular Warhammer Fantasy setting. It is a grim world, constantly at war. As a hero, you will take up weapon, spell, or prayer and do your best to combat the might of enemies terrifying to behold. As the Game Master, you will make the lands of the Old World real as you craft the story, the people, creatures, and the mysteries the other players will encounter during their adventures. Everything your group needs to begin its adventures in the Old World is included in the Core set. This Core set is an excellent way to bring new players into the fold, as well as to reward experienced roleplaying with new and exciting innovations.
NON COLLECTABLE CARD GAMES
Arcana: Will the Guild of Blades control the city? The Guild of Thieves? Its up to you as you fight for the best agents to exert your influence. As the game is played, various stacks of "Stake" cards are revealed. Using the cards in your hand from your Main Deck, you will play agents to the various Stake cards, and you will use other cards to augment your agents. The player whose agent wins the Stake will claim it, placing it in his Resource Deck. Any card from your main deck that has been played also goes to the resource deck. When the main deck runs out, you reshuffle your resource deck into a new main deck. The more powerful the Stake card you win, the better it will make your deck as the game progresses. However, should you win a stake for a card that does not directly help your strategies, you can put the card under your Guild card, and still score at the end though not have to reshuffle that card into your deck, maintaining focus. Every card has a point value and at the end of the game the total point value of all the cards in your possession determines the winner. Each Stake is determined by various factors, such as military power, political power, money, etc. Each Guild has different abilities, such as the Guild of Blades always winning ties on Stakes determined by military power. Along with the Stakes, each player is given a number of Objective cards at the beginning of the game. Completing these objectives, such as "Control three Automaton Stakes" will earn the player additional points. By customizing your deck as you play and with four different Guilds to choose from, the replay value of Arcana is nearly limitless.
BOARD GAMES
Captain's Log 40- Star Fleet Battles: The Federation GSVX survey ship has encountered the first known Space Manta, a dangerous monster. Unable to find any way to destroy the ship, the captain must expend the lives of his pilots to gain as much information as he can before the Space Manta destroys his ship! Captain's Log includes fiction, tournament reports, and information for all of our product lines including updates, new ships, new rules, and new scenarios. Star Fleet Battles: Six new scenarios, Romulan variants of the F5W, Tholian heavy police units, Anarchist part 20, WYN LTT, Old M81 Galaxy pirates, Starswarm, S8 update, Victory at Origins, Term Papers, Triaxian Primer, Growler, and much more. Federation Commander: Three new scenarios, six new ships including two new empires, stasis field generators, command notes, Victory at Origins. Federation & Empire: A new rule, Q&A, Tactical Notes, Why, proposals board, new ships. Klingon Armada: Tactics, example of play, a new scenario, four new ships. Ten questions, Awards, After-action, Command the Future, Input Guide, Why, Proposals Board, Background Questions, Galactic Conquest, Klingon Imperial Line, SFBF Terrain Cards.
Atlantis: You control a faction in beautiful Atlantis, the glorious civilization built upon the sea. No other city rivals its power. None command such riches. Now, the link between the land and your beloved home of Atlantis is crumbling! You must race to move your people along the great bridge to the mainland before it disappears into the thundering waters below. Picking up artifacts as you move, you must be wary of creating gaps in the bridge. For as the gaps proliferate and widen, those behind you face a costly-even perilous-journey to safety. So, flee with care and cunning. Be the first to guide your people to their new haven!
Megacorps: MegaCorps is a game of economic domination. You control a MegaCorp — one of the six enormous conglomerates that dominate economic and political life in the mid-21st Century. You control industries, manipulate governments like puppets, and even wage war to open new markets. You win by making more money than the other MegaCorps. A player chooses industries in countries, hoping for big payouts by having less competition in the industry. But if you own an industry and want to build the same industry in another country you will need to get permission. Of course, you can try to take over the country first then build in there, using the force of countries you own and mercenaries you have or with those you can persuade allies to contribute. The type of government a country is can also have an effect on what you buy (or what you keep!). Kleptocracies can steal ownership of your industry. Dictatorships can nationalize an industry to shut you out. Democracies can buy you out.