Everdell

GSU H2600: Everdell
MSRP: $60.00

From Everfrost to Bellsong, many a peaceful year have passed in Everdell — but the time has come for new territories to be settled and new cities to be established. You will be the leader of a group of critters intent on just such a task. There are buildings to construct, lively characters to meet, events to host— you will have a busy year ahead of you! Will the sun shine brightest on your city before the winter moon rises?

Everdell is a streamlined worker placement game that features a detailed world realized through stunning artwork. Utilizing a tableau-building mechanic, players will work to build a city of critters and constructions. Everdell is easy to learn, yet offers satisfying strategic depth and endless replayability.

Detective

PLG 1375: Detective - A Modern Crime Board Game
MSRP: $50.00

Detective: A Modern Crime Board Game is a fully co-operative, immersive, detective experience. This is a game of wits and deduction, a full game night experience – a single game session can last up to 3 or more hours. It is also rules-light, meaning, that the most powerful tool at your disposal is your team, you imagination, and your own mind.

In this challenging, story-driven game for 1-5 players, you will play as group of Antares National Investigation Agency members. You are going to tackle five different cases and solve them in order. Each of them affecting the next. Together they will form a mind-blowing campaign that will put your skills to the test.

If you are looking for a modern detective simulator, this is the game for you.

Use every tool at your disposal to solve these crimes - consult the Internet, check the facts and constantly discover new clues. You are not playing a detective; you ARE a detective!

Solve FIVE different cases and find out what connects them!

Break the 4th Wall - use every resource you can!

Browse the game's DEDICATED DATABASE simulating agency's resources.

Enter a city maze of old mysteries and fresh CRIME

Cooperate with other agents or solve the mystery on your own.

IMPORTANT
Access to an Internet browser is required to play the game!

This is a work of fiction - the story, all names, characters, and incidents portrayed in this production are fictitious. No identification with actual persons (living or deceased) or products is intended or should be inferred.

Parental Advisory: strong language and depictions of violence

Challenger Decks are your on-ramp to Standard. These four individual 75-card decks are geared toward Standard play for the Friday Night Magic player and forged out of some of the most powerful strategies in Standard.

Each Challenger Deck comes with a complete 60-card main deck and a 15-card sideboard, and is intended to be playable and competitive at a local level right out of the box. All cards will have been previously printed in Standard and are Standard-legal.

United Assault

WOCC62750000: United Assault
MSRP: $29.99

Wingspan

STM 900: Wingspan
MSRP: $55.00

Wingspan is a competitive, medium-weight, card-driven, engine-building board game from Stonemaier Games.

You are bird enthusiasts—researchers, bird watchers, ornithologists, and collectors—seeking to discover and attract the best birds to your network of wildlife preserves. Each bird extends a chain of powerful combinations in one of your habitats (actions). These habitats focus on several key aspects of growth:

Gain food tokens via custom dice in a birdfeeder dice tower
Lay eggs using egg miniatures in a variety of colors
Draw from hundreds of unique bird cards and play them

The winner is the player with the most points after 4 rounds.

Roll for the Galaxy Rivalry

RGG 557: Roll for the Galaxy - Rivalry
MSRP: $79.95

Rivalry is the second expansion for Roll for the Galaxy.

But, actually, Rivalry is three expansions in one.

In the Deal Game, there is a new Deal phase to which dice with $ faces can be assigned to, along with any die to choose that phase, plus a reassigned die, and possibly another reassigned die due to the new power that everyone has on their phase slip.

Dealers can swap assets they don't want for assets they do want. And, by assets, I mean just about anything.

Not using all your credit track? Why not trade in the top part of it to get a useful die? Or, if you're running a large economy and need a credit track that goes to 11 (or even 16), why not trade away a couple of white dice to get a larger track?

Have a bunch of extra tiles clogging up your construction zones from previous Explores? Why not trade them in for new dice? Or, a chance to draw from the bag until you find a 6 cost development? Or a pair of VP chips? Or a talent counter? Or some credits? Or, another Leader die? Or, a chance to draw a world of a desired color from the bag? Or, to turn some Citizenry dice directly into Developers or Settlers? Or...

But, wait, there's more! After you swap some assets, your deal will start to mature over several rounds. If you (or someone else) calls Deal again before your deal expires, then send another dealer in to *reverse* your trade, trading back for what you originally spent and making some credits and talent counters along the way.

Of course, while your deal is maturing, some other player might swoop in and reverse it before you wanted to, taking their cut and converting your attempted temporary loan into a permanent exchange. These things happen...

So, the Deal Game adds this whole new level of mind-melting interstellar high finance and player interaction to Roll. Happy Trades!

Net is the dice and the Orb Game, one of Rivalry's two optional challenges.

First, Rivalry adds a new Roll die: the dark blue Pioneer die, shown below.

Second, the Deal dice for the optional Deal Game that I discussed in my first teaser are shown below; they're the 1 black die and 6 white dice.

Third, the Orb Game gives one yellow Alien Orb die to each player, whose faces can be popped out and upgraded to various "lines" of faces that, in turn when rolled, affect what you do in the game.

In the Orb game, you can assign dice to become researchers in the Research phase, similar to how dice are assigned to become dealers in the Deal game.

For each assigned researcher, when someone calls Research, you get two "dots" of upgrades to your dice. The first dot gets you a 1-dot face in any line; extra dots get you better faces in that line. (If you want to switch lines for a given face after entering a line, pay 1 dot more.)

These upgraded dice affect your play. For example, if you rolled the 2-dot beige -1 develop face (lower right corner), it gives you a -1 die discount on all developments you build that turn.

Orb dice are rolled in front of player screens at the start of a round. If you roll a face that grants virtual workers, like the virtual explorer showing on the center yellow die, then everyone knows that you will benefit if Explore occurs and can plan accordingly as they assign their dice and decide what phase to call.

To allow improved Orb dice more opportunities to affect play, the Orb game ends at 15+ tiles or when the initial VP chip pool is exhausted, which is increased to 15 VPs per player.

At game end, each 2-dot and 4-dot face on your Orb die is worth 1 and 2 VPs, respectively. (Players pop out their improved Orb faces with the die tools to count them, which encourages players to restore their Orb dice to its original faces.)

[While the Deal Game dice are customizable dice, their faces don't change during play. We used them as we tested different faces and Deal dice design. Given the Orb Game, it was less expensive to use customizable dice for the Deal dice than to make 7 different, custom Deal dice.]

The Deal and Orb games have quite different and contrasting "feels". The Deal Game is more "thinky", with some amazing trades that can be pulled off, while the Orb Game is easier to grasp.