gametraders board game catalogue

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TOP SELLING BOARD GAMES & TABLETOP GAMES!

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The best fun games you can play - get them at Gametraders!

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Page 1: Gametraders Board game catalogue

TOP SELLINGBOARD

GAMES & TABLETOP

GAMES!

Page 2: Gametraders Board game catalogue

Take command of a Resistance X-wing or two First Order TIE fighters with The Force Awak-ens™ Core Set for the X-Wing™ Miniatures Game! In this two-play-er game of dramatic, high-speed dogfights, you and your opponent battle head-to-head for the fate of the galaxy.

Secretly plot your maneuvers, fly at your enemies, take aim, and fire. It takes just minutes to learn the rules, but the game’s expan-sions and rules for squad build-ing ensure there’s plenty of Star Wars action that you can explore and enjoy for years to come!

A two-player game of high-speed Star Wars dogfights set during The Force Awakens.

Three highly detailed and pre-painted miniature starfight-ers, one T-70 X-wing and two TIE/fo fighters.

Maneuver dials and templates make it easy to plot and execute your ships’ maneuvers.

Combat is fast and deadly.

A pre-existing range of expan-sions and rules for squad-building allow you tremendous freedom to explore different squad-builds, strategies, and even new fac-tions.

STAR WARS X WING THE FORCE AWAKENS CORE SET

Page 3: Gametraders Board game catalogue

Picture yourself in the era of dis-coveries: after a long voyage of great deprivation, your ships have finally reached the coast of an uncharted island. Its name shall be Catan! But you are not the only discoverer. Other fear-less seafarers have also landed on the shores of Catan: the race to settle the island has begun!

CATAN THE SETTLERS

You are head of a family in an Ital-ian city-state, a city run by a weak and corrupt court. You need to manipulate, bluff and bribe your way to power. Your object is to de-stroy the influence of all the other families, forcing them into exile. Only one family will survive...

In Coup, you want to be the last player with influence in the game, with influence being represented by face-down character cards in your playing area.

Each player starts the game with two coins and two influence – i.e., two face-down character cards; the fifteen card deck consists of three copies of five different char-acters, each with a unique set of powers.

COUP

Page 4: Gametraders Board game catalogue

BETRAYAL AT HOUSE ON THE HILLBetrayal at House on the Hill quickly builds suspense and ex-citement as players explore a haunted mansion of their own design, encountering spirits and frightening omens that foretell their fate. With an estimated one hour playing time, Betray-al at House on the Hill is ideal for parties, family gatherings or casual fun with friends. Betray-al at House on the Hill is a tile game that allows players to build their own haunted house room by room, tile by tile, creating a new thrilling game board every time. The game is designed for three to six people, each of whom plays

one of six possible characters. Secretly, one of the characters betrays the rest of the party, and the innocent members of the par-ty must defeat the traitor in their midst before it’s too late! Betrayal at House on the Hill will appeal to any game player who enjoys a fun, suspenseful, and strate-gic game. Betrayal at House on the Hill includes detailed game pieces, including character cards, pre-painted plastic figures, and special tokens, all of which help create a spooky atmosphere and streamline game play.

Page 5: Gametraders Board game catalogue

Four diseases have broken out in the world and it is up to a team of specialists in various fields to find cures for these diseases be-fore mankind is wiped out. Play-ers must work together playing to their characters’ strengths and planning their strategy of eradi-cation before the diseases over-whelm the world with ever-in-creasing outbreaks. For example the Operation Specialist can build research stations which are need-ed to find cures for the diseases. The Scientist needs only 4 cards of a particular disease to cure it instead of the normal 5. But the diseases are out breaking fast and time is running out: the team must try to stem the tide of infec-tion in diseased areas while also towards cures. A truly cooperative game where you all win or you all lose.

PANDEMIC

TICKET TO RIDE EUROPEGet ready for a new train adven-ture as you travel across Europe with Ticket to Ride - Europe, the new edition of the worldwide hit from Days of Wonder. From Edin-burgh to Constantinople and from Lisbon to Moscow, the game will take you on a ride to the great cit-ies of turn-of-the-century Europe. More than just a new map, Ticket to Ride - Europe features brand new gameplay elements includ-ing Tunnels, Ferries and Train Stations. Plus, we’ve upgraded you to First-Class accommoda-

tions with larger cards, new Train Station game pieces, and a lav-ishly illustrated gameboard. Like the original, the game remains elegantly simple, can be learned in three minutes, and appeals to both families and experienced gamers. Ticket to Ride - Europe is a complete, new game and does not require the original version. It is for 2 to 5 players, and it takes 30-60 minutes to play.

Page 6: Gametraders Board game catalogue

Personally tasked by Darth Vad-er to eliminate any surviving Jedi Knights, the Inquisitor had access to the Empire’s most ad-vanced technologies, including the TIE Advanced prototype, a groundbreaking improvement over the TIE fighter designs of its time. In X-Wing™, this lethal starfighter appears as a careful-ly detailed and pre-painted min-iature at 1/270 scale, along with four ship cards, including one for the Inquisitor himself. Additional-

ly, the Inquisitor’s TIE Expansion Pack contains five upgrades, a maneuver dial, and all the tokens you need to launch into space and pursue your foes through the stars!

This is not a complete game ex-perience. A copy of the X-Wing Miniatures Game Core Set is re-quired to play.

STAR WARS X WING INQUISITORS TIE

CODENAMESTwo rival spymasters know the se-cret identities of 25 agents. Their teammates know the agents only by their CODENAMES.

In Codenames, two teams com-pete to see who can make con-tact with all of their agents first. Spymasters give one-word clues that can point to multiple words on the board. Their teammates try to guess words of the right color while avoiding those that belong to the opposing team. And every-one wants to avoid the assassin.

Codenames: Win or lose, it’s fun to figure out the clues.

Page 7: Gametraders Board game catalogue

Carcassonne is a tile-placement game in which the players draw and place a tile with a piece of southern French landscape on it. The tile might feature a city, a road, a cloister, grassland or some combination thereof, and it must be placed adjacent to tiles that have already been played, in such a way that cities are con-nected to cities, roads to roads, etcetera. Having placed a tile, the player can then decide to place one of his meeples on one of the areas on it: on the city as a knight, on the road as a robber, on a cloister as a monk, or on the grass as a farmer. When that area

is complete, that meeple scores points for its owner.

During a game of Carcassonne, players are faced with decisions like: “Is it really worth putting my last meeple there?” or “Should I use this tile to expand my city, or should I place it near my op-ponent instead, giving him a hard time to complete his project and score points?” Since players place only one tile and have the option to place one meeple on it, turns proceed quickly even if it is a game full of options and possi-bilities.

CARCASSONNE

STAR WARS X WING MIST HUNTERThe signature vessel of the boun-ty hunters Zuckuss and 4-LOM, the Mist Hunter from the Mist Hunter Expansion Pack makes its entrance to X-Wing™ as a pre-painted, small-base miniature G-1A starfighter with three attack, one agility, four hull, and four shields. Meanwhile, the expan-sion’s nine upgrades reflect the Scum and Villainy faction’s will-ingness to gain advantages with modifications of questionable le-gality. You’ll find an illicit cloaking device and a tractor beam among the upgrades, along with four ship cards, a maneuver dial, and all requisite tokens.

This is not a complete game ex-perience. A copy of the X-Wing Miniatures Game Core Set is re-quired to play.

Page 8: Gametraders Board game catalogue

A horrible crime has been com-mitted on the grounds of Warwick Manor and it’s up to the psychic investigators to get to the bottom of it.

In Mysterium, one player takes on the role of the ghost and over the course of a week, tries to lead the investigators to their culprit. Each night the team will be met with vi-sions, but what is the ghost trying to tell you? Can the psychics de-termine the weapon, location and killer or will a violent criminal pull off the perfect murder?

MYSTERIUM

CONCEPT In Concept, your goal is to guess words through the association of icons. A team of two players – neighbors at the table – choose a word or phrase that the other players need to guess. Acting to-gether, this team places pieces judiciously on the available icons on the game board.

To get others to guess “milk”, for example, the team might place the question mark icon (which signifies the main concept) on the liquid icon, then cubes of this color on the icons for “food/drink” and “white”. For a more complicated concept, such as “Leonardo DiCaprio”, the team can use the main concept and its matching cubes to clue players into the hidden phrase being an actor or director, while then us-ing sub-concept icons and their matching cubes to gives clues

to particular movies in which Di-Caprio starred, such as Titanic or Inception.

The first player to discover the word or phrase receives 2 victory points, the team receives points as well, and the player who ends up with the most points wins.

Page 9: Gametraders Board game catalogue

MYSTERIUM A GAME OF THRONES LCG 2ND EDITIONBased on the best-selling novel series A Song of Ice and Fire by George R. R. Martin, A Game of Thrones: The Board Game Sec-ond Edition lets 3-6 players take control of the great houses of Westeros in an epic struggle to claim the Iron Throne.

The updated second edition brings a host of enhancements to your A Game of Thrones expe-rience. It incorporates elements from previous expansions, in-cluding ports, garrisons, Wildling cards, and Siege engines, while introducing welcome new innova-tions. Convenient player screens will hide your underhanded deal-ings from prying eyes, while new Tides of Battle cards convey the uncertainty of war. This, along with updated graphics and a clar-ified ruleset, means the time has never been better to claim the Iron Throne.

A Game of Thrones: The Board Game Second Edition includes:1 Rulebook and 1 Game Board.138 Plastic Units.105 Cards.6 Player Screens.

CONCEPT

Page 10: Gametraders Board game catalogue

In Tokaido, each player is a trav-eler crossing the “East sea road”, one of the most magnificent roads of Japan. While traveling, you will meet people, taste fine meals, collect beautiful items, discover great panoramas, and visit temples and wild places but at the end of the day, when every-one has arrived at the end of the road you’ll have to be the most initiated traveler – which means that you’ll have to be the one who discovered the most interesting and varied things. The potential action spaces in Tokaido are laid out on a linear track, with play-ers advancing down this track to take actions. The player who is currently last on the track takes a turn by advancing forward on the track to their desired action and taking that action. So, play-ers must choose whether to ad-vance slowly in order to get more turns, or to travel more rapidly to beat other players to their desired action spaces. The action spaces allow a variety of actions which will score in different, but roughly equal, ways. Some action spac-es allow players to collect money, while others offer players a way to spend that money to acquire points. Other action spaces allow

players to engage in various set collections which score points for assembling those sets. Some ac-tion spaces simply award players points for stopping on them, or give the player a randomly deter-mined action from all of the other types. All of the actions in Tokaido are very simple, and combined with a unique graphic design, To-kaido offers players a peaceful zen mood in its play.

TOKAIDO

Page 11: Gametraders Board game catalogue

The world is on the brink of dis-aster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercus-sions on the next. Will you let cit-ies fall to the diseases? Will your team be enough to keep the vi-ruses at bay for a whole year?

Craft your own unique Pandemic experience with Pandemic Leg-acy - an epic twist on the now classic Pandemic mechanisms, ever-changing elements means that every game will be unique to your group & you can shape the world, the characters, and even the diseases.

PANDEMIC LEGACY RED EDITION

DIXIT One player is the storyteller for the turn. He looks at the 6 images in his hand. From one of these, he makes up a sentence and says it out loud (without showing the card to the other players).

The other players select amongst their 6 images the one that best matches the sentence made up by the storyteller.

Then, each of them gives their se-lected card to the storyteller, with-out showing it to the others. The storyteller shuffles his card with all the received cards. All pictures

are shown face up, randomly, and every player has to bet upon what picture was the storyteller’s.

If nobody or everybody finds the correct picture, the storyteller scores 0, and each of the other players scores 2. Otherwise the storyteller and whoever found the correct answer scores 3. Players score 1 point for every vote for their own picture.

The game ends when the deck is empty or if someone reaches 30 points,so he wins. Otherwise the greatest total wins the game.

Page 12: Gametraders Board game catalogue

The world is on the brink of dis-aster. In Pandemic Legacy, your disease fighting team must keep four deadly diseases at bay for a whole year. Each month will bring new surprises, and your actions in each game will have repercus-sions on the next. Will you let cit-ies fall to the diseases? Will your team be enough to keep the vi-ruses at bay for a whole year?

Craft your own unique Pandemic experience with Pandemic Leg-acy - an epic twist on the now classic Pandemic mechanisms, ever-changing elements means that every game will be unique to your group & you can shape the world, the characters, and even the diseases.

PANDEMIC LEGACY BLUE EDITION

Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.

Admit it. You love it.

Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid role-playing stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismem-

berment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .

And it’s illustrated (now in full color!) by John Kovalic!

Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And, while they’re laughing, you can steal their stuff.

For 3-6 players. (2 can play, but more is better).

Playing time: about an hour.

MUNCHKIN BASE GAME

Page 13: Gametraders Board game catalogue

STAR WARS ARMADA IMPE-RIAL FIGHTER SQUADRONS In battle, the Empire deployed swarms of TIEs to neutralize en-emy squadrons and safeguard its larger Star Destroyers and their superior firepower. These easi-ly recognizable starfighters were designed for speed and maneu-verability, rather than durabili-ty, and the aces who flew them through many battles quickly earned intimidating reputations for their combat skill and fanatical loyalty.

The Imperial Fighter Squadrons Expansion Pack for Star Wars: Ar-mada introduces an array of eight starfighter squadrons, evenly split between four different types of fighters. By adding these TIE advanced, TIE interceptor, TIE bomber, and TIE fighter squad-rons to your fleet, you’ll be able to swarm your foes, protect your capital ships, and send the Re-bellion’s hopes down in flames.

This is not a complete game ex-perience. A copy of the Star Wars: Armada Core Set is required to play.

Page 14: Gametraders Board game catalogue

STAR WARS X WING IMPERIAL VETERANS Maximize the impact of your TIE bombers and TIE defenders with the Imperial Veterans Expansion Pack for X-Wing™! Two new TIE miniatures come with alternate paint schemes – one gray TIE bomber with the Gamma Squad-ron’s signature white stripe and one TIE defender with the bold red paint scheme shared by Countess Ryad and the Glaive Squadron. Additionally, eight vet-eran pilots and thirteen upgrades dramatically expand your ships’ capabilities and versatility while a new mission, Disable the Relays, highlights many of their new tricks and tactics!

This is not a complete game ex-perience. A copy of the X-Wing Miniatures Game Core Set or The Force Awakens™ Core Set is re-quired to play.

GUILLOTINE The French Revolution is famous in part for the use of the guillo-tine to put nobles to death, and this is the macabre subject of this light card game. As execu-tioners pandering to the masses, the players are trying to behead the least popular nobles. Each day the nobles are lined up and players take turns killing the ones at the front of the line until all the nobles are gone. However, play-ers are given cards which will ma-nipulate the line order right before ‘harvesting,’ which is what makes the game interesting. After three days worth of chopping, the high-est total carries the day.

Page 15: Gametraders Board game catalogue

GUILLOTINE

STAR WARS ARMADA REBEL FIGHTER SQUADRONS Even in the largest of battles, a single pilot can sometimes prove the difference between victory and defeat. Some of the most pivotal battles of the Galactic Civ-il War have been decided by the Rebellion’s courageous starfight-er pilots.

Squadrons play an important role in the tactical fleet battles of Star Wars: Armada. Though they’re dwarfed by the capital ships they accompany, squadrons are not to be ignored; swarms of them can take down even the largest of ships. By adding eight squadrons of A-wings, B-wings, X-wings, and Y-wings to your fleet, includ-ing unique squadrons led by such aces as Wedge Antilles and Tycho Celchu, the Rebel Fighter Squad-rons Expansion Pack helps to tip the scales in your favor.

This is not a complete game ex-perience. A copy of the Star Wars: Armada Core Set is required to play.

Page 16: Gametraders Board game catalogue

MARRYING MR DARCY Marrying Mr. Darcy is a role-play-ing game where players are one of the female characters from Jane Austen’s novel Pride and Prejudice. Players work to im-prove themselves and become more desirable as potential wives for the available Suitors. The la-dies do this by attending Events and improving their Characters, but advantage can be gained by the use of Cunning. All of their ef-forts are in hopes of securing the husband that will make them the most satisfied character at the end of the game.

Game play is divided into two stages: the initial Courtship Stage and the concluding Proposal Stage.

The Courtship Stage is when play-ers try to improve their Heroine’s chances of happiness by earning points playing Character Cards, and acquiring or playing Cunning Cards. Character Points help you to attract Suitors, and also count toward your total number of Character points at the end of the game. Cunning Points do not count towards your building your Character. However, the Heroine who has acquired the most Cun-ning will be the first player to en-ter the Proposal Stage later in the game, putting her at a significant advantage.

The Proposal Stage begins when Event Cards have been played. In this stage, players will roll to see which Suitor proposes to them, decide if they will marry them, and calculate their final score.

BOSS MONSTER 2 THE NEXT LEVEL It’s time to take your dungeon to The Next Level! Return to the vid-eogame-inspired world of Arcadia in Boss Monster 2. This all-new 160-card set plays as a stan-dalone game or as an expansion to the best-selling original card game. Become one of twelve new Bosses, Build powerful new Trap and Monster rooms, Cast Epic Spells, Face new challeng-

es, including Hybrid Heroes and Dark Heroes. Just like the orig-inal, Boss Monster 2 is designed for players of all skill levels. This set includes everything 2-4 play-ers need for countless hours of dungeon-building fun. Combine it with the original Boss Monster and the possibilities are end-less…

Page 17: Gametraders Board game catalogue

CATAN THE SETTLERS 5&6 PLAYER EXTENSION Catan 5th Edition hits our shores early this year.

5th Edition is completely compat-ible with your 4th Edition games. The die lines and die cut remain identical, meaning you could mix and match a 4th Edition copy of Settlers with a 5th Edition of Sea-farers without difficulty or compat-ibility issues.

Please understand that the fol-lowing changes have been made. 1. The boxes have all transitioned from landscape to portrait. 2. The graphics of all covers and tiles and cards were executed by the same artist. 3. The backs of all cards remain the same, the faces of the cards are new art. 4. The tiles have similar perspective to the 4th edition tiles, but the art is new and slightly different, it’s a new artist. 5. The dice remain the same 6. The wood compo-nents remain the same colours and supplier. 7. The rules book contains new graphics. 8. The tile size and cut remain the same as the previous 4th edition, since July 2013.

Page 18: Gametraders Board game catalogue

KING OF TOKYO In King of Tokyo, you play mutant monsters, gigantic robots, and other aliens – all of whom are happily whacking each other in a joyous atmosphere in order to become the one and only King of Tokyo.

At the start of each turn, you roll six dice. The dice show the follow-ing six symbols: 1, 2 or 3 Points of Destruction, Energy, Healing and Whack. Over three successive throws, choose whether to keep or discard each die in order to win destruction points, hoard energy, restore health, or whack other players into understanding that Tokyo is YOUR territory.

The fiercest player will be crowned King of Tokyo... and will end up facing all the other mon-sters alone!

Top this off with special cards purchased with energy that have a permanent or temporary effect, such as the growing of a sec-ond head which grants you an additional die, body armor, nova death ray, and more.... and it’s one of the most explosive games of the year!

In order to win the game, one must either destroy Tokyo by ac-cumulating 20 destruction points, or be the only surviving monster once the fighting has ended.

Page 19: Gametraders Board game catalogue

KING OF TOKYO TAKENOKO A long time ago at the Japanese Imperial court, the Chinese Em-peror offered a giant panda bear as a symbol of peace to the Jap-anese Emperor. Since then, the Japanese Emperor has entrusted his court members (the players) with the difficult task of caring for the animal by tending to his bam-boo garden.

In Takenoko, the players will culti-vate land plots, irrigate them, and grow one of the three species of bamboo (Green, Yellow, and Pink) with the help of the Imperial gardener to maintain this bam-boo garden. They will have to bear with the immoderate hunger of this sacred animal for the juicy and tender bamboo. The player who manages his land plots best,

growing the most bamboo while feeding the delicate appetite of the panda, will win the game.

STAR REALMS Star Realms is a spaceship com-bat deckbuilding game designed by Magic Pro Tour Champions and Hall of Famers Darwin Kastle and Rob Dougherty (developer and cofounder of the Ascension Deckbuilding Game).

Page 20: Gametraders Board game catalogue

SABOTEUR Players take on the role of dwarves. As miners, they are in a mine, hunting for gold. Suddenly, a pick axe swings down and shat-ters the mine lamp. The saboteur has struck. But which of the play-ers are saboteurs? Will you find the gold, or will the fiendish ac-tions of the saboteurs lead them to it first? After three rounds, the player with the most gold is the winner.

With the help of Dwarf Cards, the players are assigned their role: ei-ther miner or saboteur. The roles are kept secret- they are only re-vealed at the end of the game.

The Start Card and the three Goal Cards are placed onto the table, each seven card widths apart from each other. The Goal Cards are placed face-down. The gold is on one of the Goal Cards, but nobody knows which.

Players have cards in hand. On a player’s turn, he must do one of three things: place a Path Card into the mine, play an Action Card in front of a player, or pass.

The Path Cards form paths lead-ing to the Goal Cards. Path Cards must be played next to a al-ready-played Path Card. All paths on the Path Card must match those on the already-played cards, and Path Cards may not be played sideways.

The miners are trying to build an uninterrupted path from the Start

Card to a Goal Card, while the saboteurs are trying to prevent this. They shouldn’t try and be too obvious about it, however, lest they be immediately discovered.

Action Cards can be placed in front of any player, including one-self. Action Cards let the players help or hinder one another, as well as obtain information about the Goal Cards.

Once a player places a Path Card that reaches the gold, the round is over. The miners have won and

receive cards with gold pieces as their reward.

The round is also over if the gold could not be reached. In that case, the saboteurs have won and receive the gold pieces.

Once the Gold Cards have been distributed, the next round be-gins. The game is over at the end of the third round, with the player with the most gold pieces being the winner. Original description of the game came from Adam Spielt.

Page 21: Gametraders Board game catalogue

STAR WARS ARMADA GLADIATOR CLASS STAR DESTROYER Originally designed as an es-cort for larger Star Destroyers, the smaller Gladiator-class Star Destroyer measures roughly five-hundred meters and proved most effective as a long-range patrol ship deployed to the fring-es of the galaxy. There, its brutal armament of turbolasers, con-cussion missiles, laser cannons, and TIE squadrons allowed it to

quickly subjugate any local oppo-sition to the Galactic Empire.

The Gladiator-class Star Destroy-er Expansion Pack for Star Wars: Armada introduces one detailed and pre-painted miniature that the expansion’s two ship cards allow you to add to your fleet as either a Gladiator I or Gladiator II. You’ll also find all the command

dials and tokens that you need to bring your Star Destroyer to bat-tle, along with ten upgrade cards that can enhance its attacks, al-low it to move between attacks, and improve its accuracy.

This is not a complete game ex-perience. A copy of the Star Wars: Armada Core Set is required to play.

Page 22: Gametraders Board game catalogue

DOMINION In Dominion, each player starts with an identical, very small deck of cards. In the center of the table is a selection of other cards the players can “buy” as they can af-ford them. Through their selection of cards to buy, and how they play their hands as they draw them, the players construct their deck on the fly, striving for the most ef-ficient path to the precious victory points by game end.

Dominion is not a CCG, but the play of the game is similar to the construction and play of a CCG deck. The game comes with 500 cards. You select 10 of the 25 Kingdom card types to include in any given play—leading to im-mense variety.

STAR WARS X WING IMPERIAL RAIDER Explore epic new chapters in the Galactic Civil War with the Im-perial Raider Expansion Pack for X-Wing™! The Empire gains a powerful counter to the Rebel-lion’s huge ships with one huge, pre-painted Imperial Raider-class corvette and a new TIE Advanced miniature that features an alter-nate paint scheme. With rules for “energy” to fuel your shields and abilities, plus a maneuver template that gives your Raider the feel of a truly huge ship, the Imperial Raider Expansion Pack is a tremendously valuable tool for all those looking to crush the

Rebellion in Cinematic and Epic Play! This is not a complete game experience. A copy of the X-Wing

Miniatures Game Core Set is re-quired to play.

Page 23: Gametraders Board game catalogue

7 WONDERS DUEL In many ways 7 Wonders: Duel resembles its parent game 7 Wonders as over three ages play-ers acquire cards that provide re-sources or advance their military or scientific development in order to develop a civilization and com-plete wonders.

What’s different about 7 Won-ders: Duel is that, as the title suggests, the game is solely for two players, with the players not drafting card simultaneously from hands of cards, but from a display of face-down and face-up cards arranged at the start of a round. A player can take a card only if it’s not covered by any others, so timing comes into play as well as bonus moves that allow you to take a second card immediate-ly. As in the original game, each card that you acquire can be built, discarded for three coins, or used to construct a wonder.

Each player starts with four won-der cards, and the construction of a wonder provides its owner with a special ability. Only seven won-ders can be built, though, so one player will end up short.

Players can purchase resources at any time from the bank, or they can gain cards during the game

that provide them with resources for future building; as you acquire resources, the cost for those par-ticular resources increases for your opponent, representing your dominance in this area.

A player can win 7 Wonders: Duel in one of three ways. Each time that you acquire a military card, you advance the military marker toward your opponent’s capital,

giving you a bonus at certain posi-tions. If you reach the opponent’s capital, you win the game imme-diately. Similarly, if you acquire all six different scientific symbols, you achieve scientific dominance and win immediately. If neither of these situations occurs, then the player with the most points at the end of the game wins.

Page 24: Gametraders Board game catalogue

STAR WARS X WING IMPERIAL ASSAULT CARRIER Pursue the Rebellion’s subver-sive agents across the galaxy with the Imperial Assault Carrier Ex-pansion Pack for X-Wing™! De-signed for use within the game’s Cinematic Play and Epic Play for-mats, the Imperial Assault Carri-er Expansion Pack’s pre-painted Gozanti-class cruiser miniature comes accompanied by two TIE fighter escorts, eleven ship cards, and twenty-six upgrades. Addi-tionally, the expansion includes a set of four new missions for Cin-ematic Play that follow a Gozanti charged with intercepting and de-stroying agents of the Rebel Alli-ance.

This is not a complete game ex-perience. A copy of the X-Wing Miniatures Game Core Set is re-quired to play.

LORDS OF WATERDEEP Waterdeep, the City of Splendors – the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vy-ing for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force! In Lords of Waterdeep, a strategy board game for 2-5 players, you take on the role of one of the masked Lords of Wa-

terdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by pur-chasing new buildings that open up new actions on the board, and hinder – or help – the other lords by playing Intrigue cards to enact your carefully laid plans.

Page 25: Gametraders Board game catalogue

COUP REBELLION In Coup: Rebellion G54 (G54), the last player with influence in the game wins, with influence being represented by face-down character cards in your playing area. Before each game players choose five character roles from a randomized deck. Characters have a unique variable power, and the deck is formed by three iterations of each role for fifteen cards total.

A player starts the game with two coins and two influence cards – i.e., two face-down character cards. On your turn, you can take any of the actions of the five char-acters in play, regardless of which characters you actually have in front of you, or you can take one of two general actions:

Income: Take one coin from the treasury.Coup: Pay seven coins and launch a coup against an oppo-nent, forcing that player to lose an influence. (If you have ten coins or more, you must take this action.)When you take one of the char-acter actions – whether active-ly on your turn, or defensively in response to someone else’s ac-tion – that character’s action au-tomatically succeeds unless an opponent challenges you. In this case, if you can’t (or don’t) reveal the appropriate character, you lose an influence, turning one of

your characters face-up. Face-up characters cannot be used, and if both of your characters are face-up, you’re out of the game.

If you do have the character in question and choose to reveal it, the opponent loses an influence, then you shuffle that character into the deck and draw a new one, perhaps getting the same character again and perhaps not.

The last player to still have influ-ence – that is, a face-down char-acter – wins the game!

Coup: Rebellion G54 is a new standalone game that takes the same simple Coup mechanisms and rules, but with a variable deck of 25 characters, and in each game you choose to play with five out of the 25, so the relative pow-er and advantage of each charac-ter changes from game to game. This is more of a gamer’s game than the original Coup as you can create a deck to increase bluffing, deduction, negotiation or luck.

Page 26: Gametraders Board game catalogue

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