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Weekly Newsletter 2/04/2019
Tuesday, 2 April 2019 | Russ
Welcome to our weekly newsletter!
We have big news this week - we picked up the keys to a retail shop today!
There's a lot of work to do over the coming weeks until we are ready to open but we are very excited! The shop is Southend-on-Sea (well, Westcliff but close enough) in Essex so we hope we will get to meet some of our more local customers soon (and perhaps some further afield ones if you come travelling down this way :) )
Apologies for the lack of newsletter for the past few weeks, there's not been a great deal to report and I don't like to email more than necessary - there have been a few new releases though as well as a restock of Folded Space inserts. Be sure to check the first few pages of 'All products' to see what else is new :)
Anyways, on to this weeks new arrivals...
In Underwater Cities, which takes about 30-45 minutes per player, players represent the most powerful brains in the world, brains nominated due to the overpopulation of Earth to establish the best and most livable underwater areas possible.
The main principle of the game is card placement. Three colored cards are placed along the edge of the main board into 3 x 5 slots, which are also colored. Ideally players can place cards into slots of the same color. Then they can take both actions and advantages: the action depicted in the slot on the main board and also the advantage of the card. Actions and advantages can allow players to intake raw materials; to build and upgrade city domes, tunnels and production buildings such as farms, desalination devices and laboratories in their personal underwater area; to move their marker on the initiative track (which is important for player order in the next turn); to activate the player's "A-cards"; and to collect cards, both special ones and basic ones that allow for better decision possibilities during gameplay.
All of the nearly 220 cards — whether special or basic — are divided into four types according to the way and time of use. Underwater areas are planned to be double-sided, giving players many opportunities to achieve VPs and finally win.
Waterdeep : Dungeon of the Mad Mage (standard edition)
n the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinth dungeon known as Undermountain, domain of the mad wizard Halaster Blackcloak, who has seeded his lair with monsters, traps, and mysteries.
As an adventurer in Waterdeep: Dungeon of the Mad Mage, you plan to explore Undermountain in search for treasure while navigating numerous traps and ominous monsters.
Following in the path of the other critically-acclaimed D&D board games, Waterdeep: Dungeon of the Mad Mage features multiple scenarios, challenging quests, and gameplay designed for a single player or a cooperative group of 2-5 players. The game features new environment and bane/boon cards, as well as the trap and spell decks that premiered in Tomb of Annihilation.
Waterdeep: Dungeon of the Mad Mage can also be combined with the other D&D Adventure System co-operative play board games, including Tomb of Annihilation, Temple of Elemental Evil, The Legend of Drizzt, Castle Ravenloft, and Wrath of Ashardalon.
We also have the premium edition
available (while stocks last) which contains fully painted miniatures for £
The Quacks of Quedlinburg : The Herb Witches Expansion
Expansion to the Kennerspiel des Jahres 2018 winner: Quacks of Quedlinburg.
Even more players are now able to participate in the medieval "cookery show,” as this expansion contains all of the ingredients needed for a fifth player, along with further rubies.
But that’s not all! Another new addition is locoweed, an ingredient whose value varies throughout the game. Large pumpkins with a value of 6 and additional ingredient books complete the new recipe and ensure that all "Quack” fans can enjoy countless more exciting potion brewing sessions.
And if you’re struggling to find the perfect recipe, then maybe one of the three herb witches can lend a hand. So roll up your sleeves and get brewing that potion!
We also have the base game
available now for £
From the creator of The Resistance and Avalon, Abandon Planet is a new game about escaping the meteor apocalypse. It's an experience of survival, betrayal, and fragile alliances in the moments before Earth is annihilated. Anyone who doesn't want to die on the soon-to-be-burning rock will have to team up with a partner to outfit their janky rocket transport for the interplanetary jump. But everyone's looking out for number one, and alliances can change at any time.
Every turn, each player secretly decides which direction to send their rocket. They reveal their choices simultaneously, then take turns collecting resources from the board, or stealing them from each other. This would all be safe and pleasant if it weren't for the deadly meteor that will strike at the end of the round, drastically altering the map and damaging any rockets in its path. One player knows in advance where the meteor will hit, but depending on who they choose to share that information with … well, friends tend to come and go during the meteor apocalypse.
To win the game, you and one other player will both need to acquire enough resources to launch, prep your rocket, then survive for one more round without getting stolen from or blown up. There's no limit on the number of teams that can pull this off – it's even possible for everyone (or almost everyone) to win, as long as everyone plays nice. But once the first wave of rockets launch, anybody left on the planet is stuck. The players who made it to space win; everyone else is obliterated by meteors.
Black Hole Council
Black Hole Council is a 4-8 player negotiation and deduction game about deciding the fate of 32 different planets. Players take on the role of Councilors on the Black Hole Council. Each Councilor has been paid off by shady organizations, and so has a secret agenda card they're trying to fulfill. During six negotiation rounds and three deductions rounds, players attempt to achieve their agenda and guess the goals of other players.
During negotiations, a leader chooses whether to settle, tax, mine, conquer, or "black hole" five different planets while the other Councilors attempt to influence the leader's decision. This happens while a two-minute sand timer is running, and after it runs out, all players except the leader vote on the proposal. If it passes, all players advance (or not) on the influence track, depending on how well they did during the negotiation.
During deduction rounds, players attempt to guess certain goals held by the other players. Correct guesses earn influence coins for you, while incorrect guesses earn coins for your opponent.
The more players can negotiate to achieve their agenda and deduce what other players' goals are, the more likely they are to advance on the influence track and become the new de facto ruler of the Council.
Arkham Horror The Card Game : The Secret Name & The Wages of Sin Mythos Packs
The first 2 mythos packs in The Circle Undone cycle have arrived together! Both available now
Oh....and we have also had restocks of Ticket to Ride - both original and Europe versions :)
Best Wishes, Russ & Kelly