“Permission to hop in an X-wing and blow something up?”
   –Poe Dameron, Star Wars: The Last Jedi

During the Galactic Civil War, the T-65 X-wing became one of the most recognizable starfighters in the Star Wars galaxy, its use by the Rebel Alliance earning it a reputation as a highly versatile and effective military vehicle. So effective, in fact, that it became a symbol of the fledgling Rebellion itself. It is only fitting, then, that the Resistance flies an updated version of this classic fighter into battle as it continues to defend freedom across the galaxy.

Designed by Incom-FreiTek to improve upon the tactical flexibility of the T-65, the T-70 X-wing features an advanced droid socket that makes it compatible with a wide array of astromechs as well as modular weapons pods that allow ground crews to tailor its payload for specific missions. Soon, you’ll have to chance to customize your own T-70 X-wing when the Resistance joins X-Wing™ as its own faction with the T-70 X-Wing Expansion Pack.

Within this expansion, Resistance players will find everything they need to add a flashy new T-70 to their X-Wing squadrons. A single finely detailed and fully painted miniature is accompanied by twelve ship cards, including nine unique pilots ready to take up the fight. Meanwhile, six upgrade cards give you plenty of options for outfitting your T-70 to your exact specifications and four Quick Build cards offer suggested combinations of pilots and upgrades to get your T-70 into the fight right away.

In addition to the T-70 X-Wing Expansion Pack, both veteran and new players can combine a T-70 miniature from X-Wing’s first edition with the components included in the Resistance Conversion Kit to add a T-70 to their Resistance squadrons. All of the new ship cards and punch included in the T-70 X-Wing Expansion Pack will also be present in the Resistance Conversion Kit. Read on for a glimpse at how you can grow your Resistance forces with this new classic!

The soft, repetitive clink of Agnes’s metal necklace caught Jim’s attention. She was fidgeting again. “Not much longer now,” his voice echoed. He barely made out the forms of Agnes and Trish where they crouched in the shipping crate.
“Thanks, Jim,” Agnes whispered, her clammy hand taking his in the dark. “I am not used to traveling, especially like this. We are pretty far from Velma’s, you know.”
“Seems so,” Jim answered. Outside the crate, the heavy footsteps of a passerby grew louder, then stopped outside. Trish drew her gun.
A large crack broke the silence as the front of the crate fell away. Trish leapt forward, shoving her gun between the ribs of whoever had discovered them. “Whoa, now,” came a rough, familiar voice.
Jim dropped Agnes’s hand, scrambling forward. “Trish, that’s Silas! He’s the sailor we were waiting for.”
“You’re eight minutes late.” Trish did not lower her gun. “Now, what exactly are we here to see?”

A new team of investigators must journey far from Arkham in Horrific Journeys! In three new scenarios set aboard a transatlantic airship, a countryside train, and a luxurious ocean liner, these brave souls must solve eldritch mysteries and battle unspeakable terrors, all with the knowledge that one false move could destroy the very vessel they are trying to save. Only the bravest or most foolish souls would even accept such missions, so the question arises: just who are these people? What changes someone from an average citizen to a hero of humanity?

Today, we're pleased to introduce you to the four investigators who will be joining your team in the Horrific Journeys expansion for Mansions of Madness—now available for pre-order at our shop!

Preorder Cogs and Commissars!

The Revolution Will Be Mechanized!

For The Motherboard!

Cogs and Commissars

ATG 1430


2-6 players

30-45 minutes

Ages 14+

In the hilarious dystopia of Cogs and Commissars, communist factions and their robotic demagogues deploy propaganda to recruit their opponent's citizens. Leaders who amass enough followers must then launch a Revolution to ensure the ascendency of their faction.

Each player has a unique deck, although some cards like Propaganda, Counter-Propaganda, and Revolution are common to all players. Players must earn points by producing or recruiting Proletarians, Bourgeoisie, and Commissars. To win, a player must have 15 points worth of Citizens and play their 'Revolution' card.

Turns are meaty but quick. Multiple plays per turn plus ample reaction options lead to quick deck-cycling that keeps the game feeling light and speedy.

Preview Two Scenarios in Arkham Horror Third Edition!

Arkham is home to a host of strange, otherworldly occurrences, from bizarre astronomical events to a sense of déjà vu that permeates the whole city. Few know the terrible truth, the source of these anomalies, the nightmares beyond imagination. But it is an investigator's job to get to the putrid heart of these mysteries, to follow horrifying threads and discover this unknowable truth. Can they survive with their sanity intact?

There are four distinct scenarios inviting you to journey into Arkham, and these scenarios provide a new way to play the game with every playthrough. Not only do they provide different goals, monsters, board layouts, and narrative stories, these narratives even have branching paths based on your performance and choices. Regardless of the scenario, your investigators will be pushed to the edge of sanity in their search for answers better left unearthed.

Join us today as we preview two of the four scenarios found in Arkham Horror Third Edition, the newest edition of the classic board game of cooperation and cosmic horror, and pre-order the game today from our Wizard in our shop!

A Game of Thrones Board Game: 2nd Edition - Mother of Dragons Expansion!

Preorder A Game of Thrones Board Game: Mother of Dragons Expansion Now!

A Game of Thrones Board Game: 2nd Edition - Mother of Dragons Expansion



3-8 players

2-4 hours

Ages 14+

Cross the Narrow Sea with the Mother of Dragons expansion for A Game of Thrones: The Board Game! Clawing their way into power, this expansion includes a side board of the Free Cities of Essos and an overlay of the Eyrie to bring House Targaryen and House Arryn into the fray. Complete with new characters and mechanics, your claim to the Iron Throne takes flight!

The world of A Game of Thrones: The Board Game grows even larger with the addition of a brand-new sideboard, bringing the Free Cities of Essos to the fight for the Iron Throne. Here is where the reborn House Targaryen makes their stand, starting in the city of Pentos. Yet even though the Targaryens begin the game far from home, there are many in Westeros that wish for the once-great family to reclaim the Iron Throne. For now, they pledge false loyalty to the rulers in Westeros, but secretly, they wait for the day of the dragon to come again.

In the Mother of Dragons expansion for A Game of Thrones: The Board Game, House Targaryen has little need for castles and strongholds that are easily felled by dragonfire. Instead, their goal is to uncover the remaining Targaryen loyalists and rally them against the current holders of the Iron Throne. As such, House Targaryen does not earn victory points by capturing castles and strongholds. Instead, they track the number of territories loyal to their House—if they can claim seven of these on the victory track, they'll claim the Iron Throne and win the game!

But the key power of House Targaryen comes in the form of Daenerys’s three dragons. Each of these magnificent creatures has an entirely new unit type. Unlike soldiers, whose loyalties can be bought, dragons cannot be mustered normally. There are only three dragons in existence, after all, and they remain in play from the beginning of the game until they are killed and leave the world permanently.

Each of Dany’s dragons acts as a single land unit, attacking, defending, and obeying the same rules of supply. But unlike other military units, dragons have the ability to fly nearly anywhere in Essos or Westeros. What's more, dragons are alive, and they grow. As the game progresses, these beasts become stronger, growing from fledglings with a strength of zero at the start of the game to fearsome monsters with a strength of five by the time the battle for the throne finishes. With these creatures returning magic to the world of Westeros, who can deny the Targaryen’s divine right to rule?


Preview the Competitive Mode Featured in Discover: Lands Unknown

In Discover: Lands Unknown, four of your five scenarios may see you working with other survivors out of necessity for your own victory. You may cooperate or compete with the other players within a single scenario. However, the fifth scenario included in each copy of the game game offers something very different—a cutthroat competition where only the strong can survive. The exact backdrop of the competitive scenario you find in your copy of Discover: Lands Unknown can vary from game to game, but they each see you going head-to-head against other players. The last survivor standing is the winner! When escape is of little concern do you have what it takes to achieve victory?

As we've explored in our previous previews, Discover: Lands Unknown is a Unique Game, meaning that the copy you buy will be different from every other copy in the world. The mix of components found in every copy of Discover is completely unique—even copies that have the same terrain will find different landmarks and challenges on their boards! Today, however, we're taking a closer look at a feature found in every copy of Discover: a competitive, head-to-head scenario that pits you directly against the other players in the heart of an unforgiving wilderness.

Join us today as we preview the competitive mode found in every copy of Discover: Lands Unknown!

How to Get Along With Others in the Wasteland 

The sandy beaches of New California don’t attract as many people as they used to. Being covered in piles of radioactive waste will do that. It also means that you’ll be on your own as you wander the wasteland in the New California expansion for Fallout: The Board Game. Out here, everyone looks out for themselves, free to pursue their own agenda and gain influence however they see fit.

This continues as you play through expanded versions of the four scenarios from the base game and the new Rise of the Master scenario with the twelve map tiles and other components included in this expansion. Every so often, though, you’ll come across someone—or something—that doesn’t want to eat you and take your stuff. If this should ever happen, you might even team up with these friendly souls and work together for the common good.

In addition to its other scenarios, New California also gives you the chance to gather a group of survivors and tackle a fully cooperative scenario. Here, what begins as an attempt to aid a small village in the wasteland soon sweeps you into an ever-evolving struggle that will determine the fate of New California. Along the way, you’ll have to coordinate with your fellow survivors to tackle the many challenges that appear down the branching paths you’ll wander.

Strap yourself in as we took a look at the challenges you and your chummy compatriots will face as you try to make the wasteland a better place!

You want to know more about Rick and Morty: The Rickshank Rickdemption Deck-Building Game? We can tell you everything you want to know … for money.

Rick and Morty DBG: The Rickshank Rickdemption

CZE 02710


Nah bro, this is the sequel to Rick and Morty: Close Rick-Counters of the Rick Kind Deck-Building Game. We know the blemflarck just tanked, so we won't even force you to buy the original to play this game. You can play this one standalone or mix the two together for a concoction almost as tasty as the Szechuan Sauce card you’ll find in this set. You know who really digs the Sauce? Gromflamites. They are a new card type in the set.

This new game also features a set of Council cards that will cause voting among the players to enact new rules, dramatic one-time effects, and other mysterious situations. Access Tokens give you votes (and a shot at devaluing the Galactic Federation currency from 1 to 0), so get them before they’re all gone! And if they’re gone, scratch and claw them away from your foes!


The realm is defended, but the sword of protection is broken! The king has called on the best Swordcrafters to forge a replacement.


AAG 1301


1-5 players

30 minutes

Ages 8+

In Swordcrafters you will compete to forge the finest sword. The sword is crafted throughout the course of the game and eventually scored based on its length, quality, and magic.

To play, each round you’re allowed a single cut in a grid of sword tiles, resulting in a slash or separation within the grid.  After you and your opponents make your cuts, you then select one of the resulting groupings of  sword tiles and assemble them into your blade.

Gameplay continues until there are no longer enough sword tiles remaining to form a new grid, after which scoring occurs.  It is up to you, the Swordcrafter, to strategically select the strongest tiles for your particular blade. 

Will you aggressively select the pieces necessary to craft the strongest sword, or work to sabotage the creations of your opponents?