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Written by John Coviello
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Wednesday, 12 May 2010 12:52 |
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Wizards of the Coast will be releasing a second assortment of expansions for the customizable miniatures game Heroscape in August. Warriors of Eberron will feature characters and monsters from the Dungeons & Dragons setting, for use with the Heroscape game system.
In Heroscape, players select miniatures from a variety of genres, pitting them in battle against each other. The Heroscape D&D set and expansions integrate the background and history of D&D settings into the miniatures game.
Heroscape D&D Assortment 2: Warriors of Eberron will carry an MSRP of $12.99 per set. |
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Last Updated on Wednesday, 12 May 2010 12:54 |
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Written by John Coviello
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Wednesday, 12 May 2010 11:40 |
‘Dawn of the Ancients’ in 3rd Qtr
The fifth series of starter decks and boosters for Bandai’s Battle Spirits TCG will be titled Dawn of the Ancients, scheduled to release in the third quarter of 2010.
The new expansion will include more than 100 new cards. Powerful new Spirits with two core symbols will be a feature of the expansion, creating new deck design and gameplay possibilities. They are designed to make multi-color decks easer to play.
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Last Updated on Wednesday, 12 May 2010 12:49 |
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Read more...
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Written by John Coviello
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Wednesday, 12 May 2010 11:21 |
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Coming to our store in June

HCS-602256
Zombie Blood
$3.99 MSRP
Lime flavored energy drink packaged in a transfusion bag.
Zombie Blood has similar nutritional content to real blood, except it's iridescent green, lime-flavored, and in a biohazard specimen bag. An accompanying site for Zombie Blood, takes you on a tour of the facilities and process of harvesting the Zombie Blood for human consumption.
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Written by John Coviello
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Sunday, 09 May 2010 16:33 |
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Releasing Starting in May
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RGG2000
Thousand Suns Revised
$24.99 MSRP
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RGG1040
Thousand Suns: Starships
$12.99 MSRP
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Victorious fleets smash enemy armadas in distant star systems. Soldiers parade through liberated planets to alien cheers. Sector governors draw up breathtaking visions of terraforming and orbital cities. New jumplines open to the heart of unexplored space, daring the bold to venture into the unknown for profit and peril. Everything is possible with enough beauty, brains, or blasters, and it's all within reach of a single jump! Newly revised and expanded, this edition of Thousand Suns builds upon what has come before and presents new options and guidelines for running a roleplaying campaign inspired by the classic works of Imperial science fiction.
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"This is fast freighter Sundown, Sundown, Sundown. Position 154 by 20 by 17. Our craft is under attack and losing pressure. We require immediate assistance. Four people on board, are taking an escape pod. OVER." Without starships, the interstellar civilization of the Thousand Suns would be impossible. Starships travel the jumplines, bringing not only passengers and trade goods but also protection against pirates and alien invaders alike. Other starships press onward into Wildspace, seeking out new worlds to explore, settle, and conquer. They are the vehicles of Man's destiny among the stars. Thousand Suns: Starships is a supplement that provides expanded options for starships -- construction, operation, combat, and more. Fully compatible with the revised Thousand Suns Rulebook, Starships gives players and Game Masters alike the tools they need to build and utilize any starship they can imagine, from fast, maneuverable fighters to mammoth dreadnaughts. Designed to add depth without unnecessary complexity, Starships is an invaluable resource for any Thousand Suns campaign.
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RGG-1777
Gazetteer of the 13 Colonies
$12.99 MSRP
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It is 1775. The conflict between the American colonists and the British Parliament has come to a head at Boston. War seems inevitable. Behind the war, unseen hands move unknowing pieces, manipulating events according to ancient plans. Beside the war, ghosts and monsters walk the land and ancient curses run their course. Welcome to the Thirteen Colonies. In this book you will find maps and information covering each of the Thirteen Colonies, plus the Province of Maine and local native peoples, plus a short ready-to-play adventure, A Surprise for General Gage. A glossary explains unfamiliar terms both native and colonial, and a bibliography points to more detailed information on the colonies and their inhabitants. Written by Graeme Davis, this book is your guide to the Thirteen Colonies. Filled with maps, adventure hooks, and other information, this book picks up were Colonial Gothic Revised left off, and begins exploring the world of Colonial Gothic.
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Written by John Coviello
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Sunday, 09 May 2010 16:19 |
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Revised Edition Returns May 10th

APE-0701
Duck! Duck! Go! Revised
$24.95 MSRP
Duck! Duck! GO! comes with 4 REAL rubber duckies, and a rubber bird dog. There are almost 150 duckies in the set - which ones will YOU get?
Each round, choose a movement card from your hand. When it is your turn, race your ducky according to the directions on the card.
Be the first ducky to touch all the buoys and get back to the finish drain to win!
Each game comes with 4 REAL rubber duckies, chosen at random from a set of over 100 different duckies, plus 1 rubber bird dog.
Contents:
4 random rubber duckies
1 random rubber bird dog
10 Two-Sided game board tiles
54 movement cards
30 tokens
Rulebook with sample game boards |
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