Novel-Based

The Lord of the Rings: The Card Game – Revised Core Set

Sometimes, in order to truly appreciate a tale, one must first go back to its beginning. Grand adventures and strong fellowships are important and wonderful, but the first step of any journey is just as important as the last. With that in mind, it’s time to return to the beginning of one of the most epic adventures of all…

With increased contents and some quality-of-life improvements, this new version of the classic LCG’s core set is the perfect opportunity for a new player to dive into the game.

The Revised Core Set includes cards to allow Campaign Mode (previous core set was strictly standalone scenarios), entirely new Boon and Burden mechanics that add cards that persist with the players from scenario to scenario, and full support for 4 players in the core box.

-description from publisher

Love Letter: Princess Princess Ever After

Win the Princess' heart!

Find the perfect ally to secretly carry your letter to Princess Isadora and win her heart in Love Letter: Princess Princess Ever After, a quick game of risk and deduction based on the award-winning Love Letter card game! Entrust your message to the nearly invincible ogre, the lightning fast unicorn, or her close friends, Princess Sadie and Princess Amira!

The game includes 21 tarot-sized character cards and 13 acrylic favor tokens.

—description from publisher

Unfathomable

The year is 1913. The steamship SS Atlantica is two days out from port on its voyage across the Atlantic Ocean. Its unsuspecting passengers fully anticipated a calm journey to Boston, Massachusetts, with nothing out of the ordinary to look forward to. However, strange nightmares plague the minds of the people aboard the ship every night; rumors circulate of dark shapes following closely behind the ship just beneath the waves; and tensions rise when a body is discovered in the ship's chapel, signs of a strange ritual littered around the corpse.

Lurking within the depths of the Atlantic Ocean are a swarm of vicious, unspeakable horrors: the Deep Ones, led by Mother Hydra and Father Dagon. For reasons unknown, they have set their sights on the Atlantica, and their minions, taking the form of human-Deep One hybrids, have infiltrated the steamship to help sink it from within. Each game of Unfathomable has one or more players assuming the role of one of these hybrids, and how well they can secretly sabotage the efforts of the other players might mean the difference between a successful voyage and a sunken ship.

If you're a human, you need to fend off Deep Ones, prevent the Atlantica from taking too much damage, and carefully manage the ship's four crucial resources if you want any hope of making it to Boston, all while trying to figure out which of your fellow players are friends and which are foes. Everyone shares the same resource pool, but humans will try to preserve them while traitors will strive to subtly deplete them. Being able to tell when someone is purposefully draining the group's resources is harder than you think, especially when you take crises into account!

At the end of each player's turn, that player must draw a mythos card. Each of these cards represents a crisis that the whole group must try to resolve together. Some of these crises, such as "Food Rationing", call for a choice that could potentially put the ship's passengers or resources at risk, while others, such as "Hull Leak", call for a skill test in which failure could have disastrous consequences.

During a skill test, each player contributes skill cards from their hand to a face-down pile shared by the group. Once everyone has contributed (or chosen not to), the cards are shuffled, then revealed. If enough of the correct skills were contributed, then the group passes the test! But if the wrong skills were contributed, they can actually hinder the results, leading to failure. Thus, skill tests are dangerous opportunities for traitors to sabotage the humans' efforts, so you have to stay on your toes at all times.

—description from the publisher

Choose Your Own Adventure: War with the Evil Power Master

For centuries, the Lacoonian System, an alliance of the most advanced civilizations in the galaxy, has lived in peace, but now the Evil Power Master has returned and is leading a destructive rebellion. The Lacoonian System's Rapid Force crew must band together, follow data and clues the Evil Power Master left behind, and discover his location to defeat him in an epic final battle. Can you restore order to the galaxy?

Explore a brand new co-operative narrative adventure with the next entry in the Choose Your Own Adventure game series: War with the Evil Power Master! Travel to the furthest reaches of the galaxy, make risky choices, collect items, and face off against dire challenges.

—description from the publisher

Clacks: A Discworld Board Game

Clacks: A Discworld Board Game is based on the "Clacks" semaphore messaging system — the fastest (non-magical) messaging system on the Discworld — featured in Sir Terry Pratchett's novel Going Postal.

Using a semaphore system of shuttered lamps on top of high towers, the Grand Trunk Semaphore Company has revolutionized long-distance communications on the Discworld. Their network of towers covers most of the Unnamed Continent, but now the old postal service is fighting back. Driven by the determination of newly "volunteered" Post Master Moist Von Lipwig, the Ankh-Morpork Post Office has challenged the Clacks operators to a race from Ankh-Morpork to Genua.

Play against your friends and claim the title of Fastest Clacks Operator on the line, or play together as a team to win the race across the Discworld and prove that Clacks is here to stay. In more detail, Clacks: A Discworld Board Game contains rules for a player vs. player game, a co-operative race game against the Post Office, and a children's introductory game.