Vendor: Grey Fox Games
Type: Board Games
Price:
23.95
Designer |
Richard Launius Jason Maxwell |
Publisher | Grey Fox Games |
Players | 5-6 |
Playtime | 20-40 mins |
Suggested Age | 10 and up |
Expansions | Run Fight or Die: Reloaded |
Vendor: Grey Fox Games
Type: Board Games
Price:
48.95
Designer |
Richard Launius Jason Maxwell |
Publisher | Grey Fox Games |
Players | 1-4 |
Playtime | 20-40 mins |
Suggested Age | 10 and up |
Expansions | Run Fight or Die: Reloaded – 5-6 Player Expansion |
Vendor: 8th Summit
Type: Board Games
Price:
34.95
Designer | Hal Eccles, Will Kenyon, Jason Maxwell, Tim Uren |
Publisher | 8th Summit |
Players | 1-10 |
Playtime | 120 mins |
Suggested Age | 13 and up |
Macabre detection in the worlds of H.P. Lovecraft
Welcome to H.P. Lovecraft’s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham - your job is to follow the clues from location to location, suspect to suspect - to unravel the mystery and answer the questions posed at the end of each scenario.
Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.
Match wits with Armitage's final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?
With that in mind it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.
Planned cases to appear in print edition (order may change, titles may change):
Case 1 - A Grain of Evil
Case 2 - The King Cometh
Case 3 - The Serpent's Vengeance
Case 4 - The Slumbering Solace
Case 5 - The Vanished Girl
Case 6 - The Liber Mortis
Case 7 - The Faceless Expedition
Case 8 - A Stalker in the Shadows
Two additional cases are in the works, and they may either appear in the printed box set or as promotional cases. We are keeping them secret for now, so stay tuned and be sure to play the print and play version of Cases 1 & 2. See below to download.
Vendor: 8th Summit
Type: Board Games
Price:
32.95
Designer | Hal Eccles, Will Kenyon, Jason Maxwell, Tim Uren |
Publisher | 8th Summit |
Players | 1-10 |
Playtime | 120 mins |
Suggested Age | 13 and up |
Macabre detection in the worlds of H.P. Lovecraft
Welcome to H.P. Lovecraft’s Arkham, the 1920s. There will be many mysteries to uncover in this storytelling game of Lovecraftian terror. Using the provided newspaper, a list of allies, the directory of Arkham residents and a map of Arkham - your job is to follow the clues from location to location, suspect to suspect - to unravel the mystery and answer the questions posed at the end of each scenario.
Your score will depend upon the number of clues points you needed to visit, the risks you took to your sanity in your investigations and your ability to find the correct answers to the questions.
Match wits with Armitage's final score the man who has been exposed to the sanity-blasting truth about the existence of the age old evil! Can you beat his score?
With that in mind it is time to collaborate with Armitage’s investigations to complete your training. This is not a typical board game: No dice, no luck, but a challenge to your mental ability.
Planned cases to appear in print edition (order may change, titles may change):
Case 1 - A Grain of Evil
Case 2 - The King Cometh
Case 3 - The Serpent's Vengeance
Case 4 - The Slumbering Solace
Case 5 - The Vanished Girl
Case 6 - The Liber Mortis
Case 7 - The Faceless Expedition
Case 8 - A Stalker in the Shadows
Two additional cases are in the works, and they may either appear in the printed box set or as promotional cases. We are keeping them secret for now, so stay tuned and be sure to play the print and play version of Cases 1 & 2. See below to download.
Vendor: 8th Summit
Type: Board Games
Price:
79.95
Designer | Richard Launius, Jason Maxwell |
Publisher | 8th Summit |
Players | 1-5 |
Playtime | 120 mins |
Suggested Age | 14 and up |
Defenders of The Last Stand is a post apocalyptic adventure game by Richard Launius (Arkham Horror, Run Fight or Die, Defenders of the Realm) for 1-5 players set in the Western United States more than 50 years after nuclear war. Players take on the roles of Defenders of the last known haven for humanity, called The Last Stand. Four outside clans leaders, along with their followers, advance toward the town, and players work cooperatively to defend The Last Stand. Menacing mutants also roam the desert threatening the city's survival. The game will introduce player character mutations - your character can mutate from travel into irradiated areas. Gameplay will consist of both elements of adventure and conflict resolution, and Defenders of the Last Stand will come loaded with miniatures, including three large sculpted miniatures of the invading Clan leaders as well as their minions - sculpted by Chad Hoverter. The four warrior clans include raiders on bikes and in cars, another group of mutated humans who ride large beasts, third clan consisting of techno savvy, yet criminally insane youths, and finally a large winged creature so mutated that he has lost all traces of his old humanity.
"Today we discovered a fallen caravan not fifteen miles up dry road. I had been that way to visit Auntie's just recently and there weren't no caravans, fallen or otherwise, there before. This means the Raiders have been circling the last stand for at least the last two weeks. Pepzi asked me to stay a while in case they attack. No more scavenging for now, she said. "Something is brewing. The air hurts my lungs. I see shadows in the hillside." The air is more dry than usual. My lips have all but cracked off. Doc gives me salve to put on them, but I tell him to keep it for the kids. New families are appearing in Stanfield. It's a good site to see. We are finally surviving a bit, and bringing kids into this world again. I'm thinking of how in the good book we are told to be multiply. It's God's will, but most would say this land has been forsaken by God, but I'm hoping we can start again. Me, I'm hoping for the best, but my bones tell me there is no best.
"The Last Stand was known as Stanfield back in the old world, before the great war. While battles raged in the cities across America and the world, as far as we know, some old-schoolers, cowboys, fighters, and drifters came together in this desert to escape the end of the world. The desert was only the safe place and Detroit says it's where a man learns to be a man. Detroit told me that Stanfield changed its name to The Last Stand back then. Cause it was the last fighting chance for humanity. Detroit knows lots of stories. He is old and claims he was alive in those days, 80 something years ago, back when they played something called baseball and Nitena. I don't know what to believe from his mouth, but he is a hoot to listen to. Course, he has been around a long time, changed by the Radiation – mutated like many folks, but still as human as human can be, unlike the raiders. Detroit is one of us now. He knows stuff and and we are going to fight tooth and nail against the raiders wanting to take what we worked so hard to build. Rumor is that they have merged, and I reckon they will have to to capture this city. We are bonded together. Even got a little ancient technology and oil. Bad stuff maybe since it is what brought us here. We'll use it carefully. The Last Stand may be our last hope. I don't know if there are any other cities out there worth fighting for."
--Taken from the Journal of Marha Bourne Star
Vendor: 8th Summit
Type: Board Games
Price:
19.95
Designer | |
Publisher | 8th Summit |
Players | 1-5 |
Playtime | 120 mins |
Suggested Age | 13 and up |
Expansion |
Showdown! is a a 76-page book designed to complement the Agents of SMERSH base game, and the Swagman's Hope and Space Station expansions.
The Showdown! Scenario Book presents a linear history that will take the players through a series of eight Agents of SMERSH games, which get progressively more difficult as the UN Secret Service pursues Dr Lobo.
Showdown! also introduces a new Endgame for Agents of SMERSH, which can be played after any Main Game (i.e. the board game), even if you are not using the linear scenarios.
Vendor: 8th Summit
Type: Board Games
Price:
36.95
Designer | |
Publisher | 8th Summit |
Players | 1-5 |
Playtime | 120 mins |
Suggested Age | 14 and up |
Expansion |
It is all going so well for you in Tahiti - sun and surf are yours to enjoy. The Director has not troubled you with silly assignments, such as escorting ill-mannered diplomats to parties; nor have you had to drop off intelligence in trash bins to be picked up by shady, desperate officials. You've made time to rest and do little other than drink martinis... Maybe you should hang up your hat and let someone else handle Dr. Lobo?
Alas, good things never last...
"Agent, you're going to Australia," the Director informs you. "As you are well aware, Australia has descended into corruption and chaos these past several years. You won't have time for barbies on the beach."
In Agents of SMERSH: Swagman's Hope, players have five new city locations to visit and a new book, featuring more than 300 encounters, with its own Reaction Sheet. Australia is the most dangerous country in the world, so why would important persons of intellect and power be trapped there? It is up to the players to come to their aid before SMERSH gets to them. Not only must players gain the normal Yellow Intel during the course of the game, but there are new Red Intel, representing scientists and researchers with vital knowledge for which Dr Lobo is hungry. Hurry to their aid before they get abducted and taken into the lawless Swagman's Hope where they may disappear forever. Swagman's Hope is a godforsaken, desert town in the middle of the Australian Outback - a dirty haven for the criminally insane and insanely criminal.
Also included in Agents of SMERSH: Swagman's Hope are new Villain, Fate and Status Cards, a new HENCHMAN, the Stranded Deck, Red Intel and Dead Drop Tokens, and 2 new UN agents to join in the hunt. Despite the town's name, hope is in short supply. Best of luck to you, Agent.
Vendor: 8th Summit
Type: Board Games
Price:
66.95
Designer | Jason Maxwell |
Publisher | 8th Summit |
Players | 1-4 |
Playtime | 90 mins |
Suggested Age | 13 and up |
Honors | 2013 Golden Geek Best Thematic Board Game Nominee |
Expansion |
A STORYTELLING BOARD GAME SET IN THE 1970s COLD WAR ERA.
SMERSH is a portmanteau of two Russian words that translates to "Death to Spies." It operated as a counter-intelligence agency by the Red Army during the 1940s. Despite having had a large number of paid employees, little was known about the agency until recently when Russia opened their archives.
Agents of SMERSH is a cooperative Storytelling game that pits players as UN Secret Service Spies set in an alternate 1970s timeline against a newly formed and independent SMERSH. The game will be able to accommodate play with either The Encounter Book that contains over 1500 written encounters with a similar reaction matrix to Tales of the Arabian Nights - or played more simply with only encounter cards with shorter encounters and no matrix. Agents of SMERSH includes custom dice to determine success or failure of encounters, and more strategic play from what is typically expected of a Storytelling board game. There are plenty of James Bond gadgets, guns, cars, pop references and detailed artwork - not to mention a touch of humor. The game features the artwork of George Patsouras (The Resistance & Flash Point).