Who doesn’t want a tiny version of themselves?  What about a tiny version of yourself in your Pathfinder game?

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If you’re an avid player or a beginner (especially if you’ve picked up the Beginner Box) this set of four miniatures, each representing a core class (Cleric, Wizard, Fighter, and Rogue), can come in mighty handy as a distinct way to distinguish your character on the map.  Each character has been carefully painted and crafted so that they are easily recognizable.  Be our hero and pick up a copy of the Beginner Box Heroes.

Moving from tiny to giant, if you always thought your copy of Cthulhu Dice was fun but not quite big enough, Steve Jackson has a solution for you.  Springing from the Giant Foam Cthulhu Dice demos displayed at conventions, you too can have your own 4″ wide, foam Cthulhu Die in one of four colors.  Regardless of the size, the game plays exactly the same as its smaller counterpart, except for a new bracelet substitute for the sanity chits.  Also safe to throw at fellow players without causing permanent damage!

While we’re on the whole dice topic, how about something for the hunting buff in your family?  How about a Trophy Buck?  Yuuup, Steve Jackson has done zombies, Cthulhu, and now hunting.  Structured similarly to Zombie Dice, Trophy Buck is a set of 12 dice that players take turns rolling to see if they can nab the most deer.  The dice have various symbols that indicate different amounts of deer as well as deer tracks, ultimately leading players to the decision of whether to continue hunting or stop so that you don’t scare the deer away.  Plus, you get a swanky camo dice bag!

For those more interested in the storytelling sensibilities of roleplaying, the dice-less system of Nobilis releases its 3rd edition today. Set in an anime-esque world where half-human, half-god spirits live in an ethereal world around ours, Nobilis: The Essentials is the core rulebook for any prospective player.  Within this beautiful slipcase edition you’ll find all the information about creating characters and dealing with all their godly abilities.  Designed by Jenna Katerin Moran, any crossover fan of anime and roleplaying needs to give this a go.

The Dead Marshes may not be the most relaxing place to take a vacation, but, as far as the Lord of the Rings LCG is concerned, they’re pretty dang awesome.  Yes, the newest Adventure Pack for the LotR LCG core set, Dead Marshes contains 60 new cards (that is cards 95-115 of the Shadows of Mirkwood cycle) to be incorporated into your base game.  

Supplanting famous Internet sensation webcomic, Axe Cop, onto the equally popular card game, Munchkin, Steve Jackson has created Munchkin Axe Cop.  Didn’t see that name coming.  As you might imagine, there is lots of chopping and lots of stuff taking.  Taking characters from the comic and turning them into cards, Munchkin Axe Cop allows you to play Axe Cop‘s partners, the Dinosaur Soldiers and Sockarang, along with battling infamous baddies like Giant Robot Zombie and Dr. Stinky Head.  As the webcomic is based off the writings of a five year old boy, one cannot comprehend the insanity hidden in this box until they have purchased it, chopped it open with an axe, and blown it to bits with their awesomeness.

 

Like Doctor Jones says, “Fortune and glory, kid.  Fortune and glory”.

I understand that some of my segues can be quite the stretch, but the Indiana Jones reference here is rather apt.  That is because Fortune and Glory is a pulpy game set in the 1930′s revolving around treasure hunters, gangsters, lounge singers, and femme fatales globe trotting in search of…wait for it…fortune and/or glory.  Just like in Last Night on Earth (from the same company), players choose specific characters, all with their own unique abilities, with which to travel around the massive world map the game comes with battling baddies and collecting treasures.  Listen to Indy and take a peak at Fortune and Glory.

Grab some gear, become a legend.  You can accomplish both of these tasks for the world of Shadowrun by picking up this week’s new hardcover releases of Runner’s Black Book and Street Legends.  Both editions help to flesh out the deep, dark, dank world of Shadowrun in separate but equally grimy ways.  First up, the Runner’s Black Book is all about hardware. Hardware like the new Kriss X Submachine Gun and the TPP light pistol.  Plus it reprints and collects vehicle and weaponry information from previous releases like Deadly Waves, Gun Heaven, MilSpec Tech, This Old Drone, and Unfriendly Skies.  Second would be the mythical tome that is Street Legends.  Detailing the stats, back stories, and adventures of various famous runners, vampire hunters, and shadowy figures of the universe, Street Legends is the perfect way for a game master to expand their story.

Turn the gears, pump the valves, and steady the blimp ’cause Airship Pirates is off the starboard bow.  Steampunk lovers out there take notice because Airship Pirates is the new roleplaying game from Cubicle 7 (makers of such dandy RPGs as Doctor Who and The One Ring) set in a futuristic Victorian world where blimpships hover over the putrid clockwork cities below.  Based off of steampunk band Abney Park’s lyrics, this initial book in the Airship universe gives players and GMs, alike, all the information they need to be able to create a campaign, characters, and obstacles for a successful night of highskies adventure.

Continuing on the RPG bandwagon (What would that look like, by the way?  Lots of Mountain Dew I’m assuming.), the original master of the medium, Dungeons & Dragons, releases both a new supplement and a new adventure this week.  Both begin with M, coincidentally.  Anyway, Mordenkainen’s Magnificent Emporium (please don’t make me type that again) is up first with numerous items of various magical, mystical, and monetary value.  Intelligent dungeon masters can use this book and the item-based story suggestions within to create a riveting quest for their players.  Next is Madness at Darmore Abbey, which is an adventure intended for 6th to 8th level characters.  Set in a former monastery that has now become a monstery, this adventure will challenge players as they face off against some of the worst creatures lurking in the dark. This box set includes every bit and piece players will need to run the adventure.

What’s that?  You didn’t get enough pulpy goodness with the first game?  Well, okay, we’re at your service.  In that effort, here’s the new expansion/standalone edition of The Adventurers, The Pyramid of Horus.  Also filled with all kinds of Indiana Jones homages, this threequel to the original Adventurers game from Fantasy Flight is set in a new local peppered with equally deadly traps and treasures.  Each person involved selects one of eight character options then begins searching through the pyramid amidst sharp, squirming, and striking dangers for artifacts.  Whoever makes it out with their head still attached to their shoulders wins.  Oh, and if the regular non-painted miniatures included with the game are not vivid enough for you, a separate set of pre-painted minis was released along with the game.  Buy a hat, a whip, and Sean Connery and you are good to go.

Okay, enough with this pulp stuff.  Let’s get into some dark, spookiness.  GURPS delivers on that front with a new flavor of setting in Horror.  If you’re looking to run a campaign outside of the normal fantasy setting, these hardcover editions are the perfect solution.  Horror, specifically, supplies tips and suggestions for both game masters and players on not just how to run a horror-themed game, but also the genre, in general.  Countless character archtypes sit alongside stats for hordes of nasty creatures (including everyone’s favorite, evil clowns).  Two campaign outlines are also included in the book to give another helping hand on getting going.

That H.P. Lovecraft guy certainly gets around, doesn’t he?  Another in the long line of Arkham Horror products, Elder Sign is a new spin on the classic explore-the-creature-infested-mansion structure.  Instead of using miniatures and a map, gamers play with a combination of dice and cards to gain courage and skill points that allow them to purchase objects, eventually shooting for the titled elder sign so that they can close off the Great One’s entrance into this world.  Special dice are also rolled to determine the obstacles and adventures that will unfold during the course of the game.  As the game serves one to eight participants, those who love Arkham Horror, but grow tired of the set-up phase, might find this a quicker, less part-heavy version of the game.

To wrap things up tonight, Bears!.  That’s all, thanks.

Okay, maybe a little more.  Bears! is a new entry in the growing trend of easy to learn, easier to play dice games, such as Zombie Dice, Martian Dice, and Cthulhu Dice.  Not surprisingly, maybe, these are not Yogi-and-Boo-Boo-type bears.  These are gnaw-on-your-fleshy-bits bears.  A dice pairing game at heart, players select which point nabbing strategy to explore:  shoot the bears or sleep through the attack.  Using a hand of five dice, everyone pairs their own rolled dice with a ones piled in the center of the table.  Certain combinations are worth different point values, but don’t worry, those are all outlined on a handy dandy reference chart.  That’s the game.  Heeeey, Boo Boo!

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