partnerships

Great Heartland Hauling Co.

In The Great Heartland Hauling Co. (originally announced as Over the Road), players take on the role of medium haul Midwest truck drivers doing their best to make a living by hauling goods for big suppliers. Players truck to various locations around America's Heartland, picking up and dropping off goods using matching cards from their hands. Most locations have native goods that require fewer cards to load; other locations may pay a premium for those goods but may also require more fuel – and time – to get there with the cargo. With limited space in each trailer and only five cards in hand at a time, players will have to expertly manage their resources, as well as play the odds and press their luck to be the best trucker on the road.

The Great Heartland Hauling Co. offers a lot of replay value through the use of cards to create a variable board set-up each game. The game includes 60 goods cubes, four thick cardboard trucks, and 46 resource cards – required for pick-up and delivery – that are drawn from a shared draft board, as well as 20 fuel cards, which are used to move about the Heartland.

Strike Dice

Basic Gameplay
Strike Dice is a game for 2-4 players. Each player owns 8 Pyramid Dice and must place on the board as many as possible. The purpose of the game is to collect the most Triangle Cards which they carry variable effects and help you during the game. To win a card you must place the most dice on the board at the end of every Triangulation.

The game board is separated into a number of shapes. The large kit shapes in Red and Blue are called Tribases. Each of you, can place max 1 die on a Tribase. The Red bases are strategically important as they help to spread your dice on the rest dark bases. The small red triangles, at the base of each Tribase is an Exit Point. There are 4 in total and through these, your dice can enter and move on the board.

Strike Dice is a clever, short in time and easy to learn game carrying a new innovative way to use Pyramid Dice. We call them Pawndice because they have 2 roles in the game. You can use them as Pawns and as Dice too!

Descent: Journeys in the Dark (2nd Edition): Lair of the Wyrm

Game description from the publisher:

Descent: Journeys in the Dark (Second Edition) - Lair of the Wyrm introduces five new quests that can be played individually or used to supplement a larger campaign. With inventive objectives like rescuing survivors from a burning inn and protecting valuable ore from a greedy ettin, the Quest Guide in Lair of the Wyrm delivers fresh new challenges to your adventures.

What's more, Lair of the Wyrm brings two new heroes to the fight against the forces of evil. Reynhart the Worthy is a fearless warrior whose prowess in combat means he rarely makes mistakes. He can reroll misses once per attack, helping to ensure that every strike is righteous and true. Meanwhile, High Mage Quellen is a master of body and mind, and is able to quickly recover from exertions that would devastate lesser men. Quellen has developed the ability to feed off the fatigue of those around him, gaining strength where his fellows fail.

But even as the heroes of Terrinoth gain new allies and tactics, their great enemy silently grows in sinister power. In addition to the Wyrm Queen herself, a fearsome Dragon Lord lieutenant seemingly formed from solidified flame, the Overlord gains two new monsters: mischievous and destructive Fire Imps, and flying Hybrid Sentinels...half-dragon monstrosities with a cruel penchant for preying on the weak. The Overlord's new advantages are not limited to his minions, however. His new available class, Punisher, specializes in making heroes pay for every inch they advance. With abilities like Trading Pains and Exploit Weakness, the Punisher class will make the hero players flinch with fear every time something seems to go their way.

Alcatraz: The Scapegoat

Alcatraz: The Scapegoat is a game about conflicted loyalties. On one hand, the players work together to bust out of the famous prison; on the other hand they all know that one of them will be left behind as the scapegoat.

Alcatraz is a peculiar game because while it is cooperative in some aspects, with players needing to work together to complete tasks, the game has loads of negative interaction as one player will always be the scapegoat. You don't want to be that guy. You don't "go all in," you don't always keep your promises, and you don't do "what's best for the group." Instead, you do everything you can to become indispensable, and "everything" is literal here – even if it means stealing from, betraying, and blackmailing other players.

In order to escape from Alcatraz, the players need to complete six parts of a plan. Each part is a "pick-up and deliver" task requiring specific items obtained in different parts of the prison. Once each part of the plan is completed, every player but the scapegoat moves a little closer to escaping, with the scapegoat being voted on each round by all the players – most likely the player who contributed the least to completing that particular task, but you never know. Thus, you could say that Alcatraz is a cooperative game – but with a twist.

The map of the prison constituting the play area is generated randomly each game, providing high replayability. Alcatraz is designed for 3-4 players, and due to its theme and complex gameplay is best suited for mature players.

Neuroshima Hex! Duel

Duel is the second expansion to the game Neuroshima HEX. Just as the first line of supplements, Duel includes two new armies, and something special - this time it is intended to be a unique board games for two players. Duel is both an expansion and a stand-alone game - the game does not need base Neuroshima HEX to play.

The first army in the expansion is Vegas, an army of people who grew up in gambling. Its special feature is the ability to control the enemy of man and machine by means of special units - agitators. They can bribe any enemy unit that is adjacent to Vegas's HQ to make it attack another unit. If your units attack Vegas HQ, you can not be sure when they will stop attacking Vegas and turn to attack you!

The other army is a SMART, spreading fear the army of half machines, half-mutants, the experimental hybrids are transported in sealed combat transporters to battlefield where they emerge and destroy everything that moves. These are an extremely deadly force. Every ally adjacent to Smart's HQ has the ability to move. It makes this army very flexible and dangerous.

Integrates with:

Neuroshima Hex!