Cooperative Game

Stuffed Fables

Stuffed Fables is an unusual adventure game in which players take on the roles of brave stuffies seeking to save the child they love from a scheming, evil mastermind. Make daring melee attacks, leap across conveyor belts, or even steer a racing wagon down a peril-filled hill. The game delivers a thrilling narrative driven by player choices. Players explore a world of wonder and danger, unlocking curious discoveries. The chapters of Stuffed Fables explore the many milestones of a child's life, creating a memorable tale ideal for families, as well as groups of adults who haven't forgotten their childlike sense of wonder.

Stuffed Fables is the first "AdventureBook Game", a new product line from Plaid Hat Games in which all of the action takes place in the unique storybook — a book that acts as your rules reference, story guide, and game board, all in one! Each adventure in the game takes place over several pages of the immersive AdventureBook. The book opens flat onto the table to reveal a colorful map or other illustration central to playing the game, with choices, story, and special rules on the opposite page.

On their turn, a player draws five dice from the bag. The colors of the dice drawn determine the types of actions and options available to the player. White dice can re-stuff stuffies injured in battle. Red dice perform melee attacks while green dice perform ranged attacks. Yellow dice search while blue dice are used for special actions and purple dice can be used as any color. Most dice can always find a strategic use, including moving, using items, or contributing to group tasks. Players can store dice for later, combine dice for stronger actions, or use them one-at-a-time for multiple activations. As turns go by, black dice are also drawn, and after enough appear, minions emerge or attack, and the dice bag is reset!

Players can encourage each other by sharing dice or their precious stuffing. In addition to fighting minions, each page of the storybook offers numerous points of interest, charming characters to interact or trade with, as well as many unusual challenges. And each page is but one chapter that folds into a branching, overarching story with a multitude of items and a special discovery deck full of surprises.

Space Hulk: Death Angel – The Card Game

A cooperative game where the players attempt to clean out an infestation of hostile aliens from a derelict spaceship. Set in the Warhammer 40,000 universe, players take on the roles of Space Marines pitted against hordes of Genestealers.

Players choose from six different combat teams, each consisting of two Space Marines with different abilities. Each player receives three Action cards for each of his combat teams. After all of the Space Marines have fallen into formation, prepare for the first wave of Genestealers.

Game play is quick and easy to learn. Each game is played over a series of rounds, broken up into phases. During the Choose Actions Phase, each player must secretly determine which of the following Action cards they wish to play on their Space Marines: Support, Attack, or Move + Activate. You can't pick the same Action card next round, so choose wisely.

Action resolution keeps all players involved while the overwhelming odds inspire them to work together to survive. The Action Resolution Phase consists of each player revealing and carrying out their chosen Action. The lowest number card goes first, which means Attacks are resolved after Supports. Support tokens enable Space Marines to re-roll, so make sure to cover your fellow Blood Angels.

The Genestealer Attack Phase happens after all the Actions have been resolved, so hopefully you thinned out the swarms since you have to roll higher than the number of Genestealers in the swarm to successfully defend. Finally, an Event card is drawn to spawn more alien adversaries. Once all the Genestealers have emerged from the darkness, its time to move forward, drawing a new location card. And then it's back into the fight!

Arkham Horror: The King in Yellow Expansion

This expansion to the Arkham Horror Series, introduces a major new mechanic to the game -- Heralds, who prepare the way for the Ancient One to arrive. In addition, old familiar faces will be turned against the investigators in ways they never expected.

Featuring over 160 new cards, The King in Yellow heralds a darker age for Arkham Horror fans.

13 Blight cards, old friends gone irretrievably mad.
7 Magical Effect cards representing powerful new abilities.
The new Herald mechanic and the King in Yellow Herald.
3 new Monster tokens, more horrible than any before!
Over 160 new cards, detailing new items, new spells, and new horrible happenings in Arkham and beyond!

Arkham Horror: Dunwich Horror Expansion

Dunwich Horror is a large-box expansion for the Fantasy Flight Games edition of Arkham Horror, and is a part of the Arkham Horror Series.

Once again, terror has come to New England, this time spreading to the small country town of Dunwich, just a few miles from Arkham. The area is filled with rolling hills, many of which are topped with mysterious stone circles or the ramshackle houses of the recluses who live outside of town. At night, the piping of the whippoorwills fills the air, while lightning bugs dance in the witch-haunted hallows. This is a place where dark pacts with unknown forces are made, and where city folk go to disappear without a trace. But however much the people of Dunwich may distrust outsiders, they desperately need your help against the Horror that has manifested on the Whateley farm...

Dunwich Horror adds 8 Investigators, 4 Ancient Ones, 15 Item cards, 25 Unique Item cards, 21 Spell cards, 11 Skill cards, 5 Ally cards, 4 Condition cards, 28 Monster tokens, 36 Mythos cards and 32 Gate cards to the base set. It also adds new location cards, for a total of 14 cards at each location instead of 7. Dunwich Horror also adds many new mechanics. Players can take a train to Dunwich (a new board that is placed on the end of the Arkham board), which adds 9 new locations and 2 new outer worlds to the game. Players reduced to 0 stamina or sanity have the option of drawing from the Injury or Madness deck, acquiring permanent handicaps, rather than losing half their items and clue tokens. Gates are no longer permanently sealed (a popular house rule in the base game). Condition cards provide benefits to all players may be activated. And, of course, the Dunwich Horror itself - not as strong as the Ancient Ones, yet far stronger than any other monster in the game.

This expansion also features revised rules and an FAQ that addresses many of the perceived faults of the base game. Replacement cards are provided for items and spells that are subject to errata.

First Contact

An exceptional party game where imaginary ancient Egyptians are trying to overcome the language barrier with… Aliens.

In each turn Aliens would draw weird symbols, trying to explain which earthly items they’d like to collect. Puzzled Egyptians are to figure out what this could mean. On top of that, Aliens compete for being the first to grab the souvenirs and fly back home, while each human wants to be the best at learning the Alien language!

«First Contact» is perfect for associative-deductive games lovers. The unique theme adds even more fun to the game process, and every setup gives players new puzzles to solve. Incredibly good time guaranteed!