The Walking Dead Greene Family Farm MDF Kit

By Mantic Games

Wave Two of the The Walking Dead: All Out War focuses on the story after Rick and the gang leave the ‘safety’ of the Atlanta Camp. The Miles Behind Us expansion centres around the Atlanta survivors meeting the Greene family, encountering Tyreese and discovering the farm under the dramatic circumstances.

One of the key elements of Miles Behind Us is that it takes place on Hershel’s Farm. Those of you that have read the comics or played the scenarios in the expansion already will know that the barn plays a key part in that storyline.

Greene Family Farm

So, we’re delighted to announce that just like we did for Wave One with Dale’s RV, for Wave Two we’re producing an MDF replica of the Greene Family Farm, complete with an MDF barn (with removable roof, interior elements and opening doors), MDF tractor, six MDF fences and four resin hay bales.

As you can see from the quick picture we snapped earlier, the barn towers above the Walking Dead miniatures and would certainly make an impressive centrepiece for your games. Even better, the items included in the Greene Family Farm set are designed to be the perfect scale for your games and are the same dimensions as the cardboard scenery pieces included in the Miles Behind Us expansion.

The Greene Family Farm kit can be pre-ordered in your local gaming store, or you can order direct from the Mantic website. We’d love to see some pictures of it being used in your games, so make sure you post them to Facebook or Twitter.

The post The Walking Dead Greene Family Farm MDF Kit appeared first on Mantic Blog.

Original Post


The Storm Rises

By Fantasy Flight Games

Published 22 June 2017

The Lord of the Rings LCG

The Storm Rises

Three New The Lord of the Rings Nightmare Decks Are Now Available

“In the days of the Kings most of the High Elves that still lingered in Middle-earth dwelt with Círdan or in the seawards lands of Lindon. If any now remain they are few.”
     –J.R.R. Tolkien, Appendix A

One of the greatest things about The Lord of the Rings: The Card Game is the way it reinvents itself with each new cycle and each new scenario. The structural flexibility of the game’s quest and encounter decks permit a seemingly endless array of heroic quests, perilous dungeon crawls, epic battles, and sinister mysteries. From the shadows of Mirkwood, the game has delved into the heart of Khazad-dûm, traveled through the forests of Ithilien, and ventured into the tainted realms of Angmar.

Each new adventure has heralded new challenges and afforded new experiences. And each new Nightmare Deck has taken one of those experiences and rarified it into something just a little darker, a little deadlier, and a little bit more focused—filled with terrifying surprises certain to trip the unwary travelers who fall back to their tried-and-true strategies.

Now three more of these Nightmare Decks are available via FFG’s in-house factory. Combined in a single package of 62 cards, The Grey Havens Nightmare Decks hit like a sudden squall, dramatically changing the course of the nautical adventures The Grey Havens expansion first allowed you to enjoy aboard the Dream-chaser and west of the shores of Middle-earth.

For a more detailed look at how these Nightmare Decks modify the expansion’s three scenarios, we turn to developer Matt Newman.

Voyage Across Belegaer

The first scenario in The Grey Havens, Voyage Across Belegaer was originally designed as a tutorial to introduce the new rules for sailing, ships, and boarding that the expansion introduced. These new mechanics changed up the ways that players quest and the ways they perceive enemies in the staging area, so it seemed natural to offer players a chance to experience these new mechanics for the first time in a scenario that was basically “what you see is what you get.”

That said, the scenario had one more aspect of interest in its quest deck, which contained many different Stage 2 quests, and players needed to sail through them one by one, although they could skip one each time they completed a stage while staying on-course.

For the Voyage Across Belegaer Nightmare Deck, I had two primary goals, and they ensured the scenario would no longer—by any means—be considered an introductory tutorial.

  • My first goal was to ensure confrontation between the players and the Corsairs, since the original version made it possible—desirable, even—to try to stay under the radar and avoid enemies.
  • The second was to make Sailing tests more difficult. The gloves are off in Nightmare Mode, after all!

To that end, two new Stage 2 quests are included in this version of the scenario,

Corsair Confrontation

(Voyage Across Belegaer Nightmare Deck, 2) and

Lost at Sea

(Voyage Across Belegaer Nightmare Deck, 3), and each requires the players to deal with Corsairs or Sailing tests.

There are also new enemies, new ship enemies, and new locations that replace some of the easier cards from the original version. These cards test the players’ ability to manage their ships, their heading, their progress, and their threat simultaneously. Finally, there is a new treachery with a deadly effect that triggers not when it is revealed from the encounter deck, but when it is discarded during a Sailing test, dealing damage to every character committed to the test.

In the end, this scenario has been transformed from an introductory tutorial into a grueling and deadly voyage across the ocean that you will be hard-pressed to survive!

The Fate of Númenor

When we designed the Nightmare version of The Fate of Númenor, we knew we wanted to work with its double-sided locations, and we ultimately decided the best way was to create a whole new set of them, creating some new ones and reprinting some of the originals. The result is that you’ll recognize some familiar locations, but you’ll also stumble into such terrifying new locations as

Desecrated Grounds

(The Fate of Númenor, 7).

Another change in this scenario comes from the

Nightmare Setup card

(The Fate of Númenor, 1), which guarantees that players at Stage 2 cannot stumble into the Shrine to Morgoth too early. In Nightmare Mode, you must explore more of the uncharted locations in the staging area before you can find the Shrine.

Finally, many of the new enemy and treachery cards in the Nightmare version of this quest enhance its manipulation of the bottom of your deck, and these cards tend to become more powerful the lower the cost of the cards in your deck.

While this theme was explored in the original scenario, it really reaches critical mass in Nightmare mode, with cards like

Corrupted Flora

(The Fate of Númenor, 11), which removes characters from the quest and deals damage. My personal favorite is

Guardian of the Golden King

(The Fate of Númenor, 9), a powerful opponent who can remove attacking characters from combat.

When you play this deadly new version of The Fate of Númenor, you’ll definitely want to stick close to


(The Grey Havens, 28) side.

Raid on the Grey Havens

The climactic scenario from The Grey Havens, Raid on the Grey Havens had players on the defensive, protecting the ships in the Grey Havens from attack by deadly Corsairs.

One of the things I loved about this quest was the Aflame version of the Dream-chaser that felt really tragic and personal to me. I wanted each of the players to feel this personal connection to the quest, so the first thing I did in the Nightmare version of this quest was add a new Aflame version of the rest of the Dream-chaser’s fleet—the


(Raid on the Grey Havens, 6), the

Dawn Star

(Raid on the Grey Havens, 7), and the

Silver Wing

(Raid on the Grey Havens, 8).

Each of these has a Forced effect that mirrors the ship’s original ability, dealing damage to the ship if triggered. These new locations also advance one of this Nightmare Deck’s greatest goals—to burn more ships to the ground! The more Ship locations you have in play—and the more you have damage dealt to them—the more likely you are to lose from

The Havens Burn

(The Grey Havens, 38), which amplifies the quest’s tension and excitement.

The other major goal we pursued with this version of the quest is to make the battle with

Captain Sahír

(The Grey Havens, 76) and


(The Grey Havens, 78) deadlier and more thrilling. The new version of Stage 2,

Sahír’s Advance

(Raid on the Grey Havens, 2), works toward this goal.

First, it does away with the ability to remove damage from locations by questing successfully, which means Aflame locations and The Havens Burn remain a huge threat during Stage 2. Second, Na’asiyah actually supports her captain during this stage, adding her resources to his throughout the battle. Finally, both Na’asiyah and Sahír must be defeated in order for the players to win. No longer can players effectively ignore Na’asiyah and go straight for Sahír; they must contend with both of them fighting in unison!

These new threats, along with those posed by its new Raider enemies, Aflame locations, and treachery cards, should make the scenario a harrowing experience even for experienced The Lord of the Rings: The Card Game players!

Face the Raging Seas

Continuing in the greatest traditions of The Lord of the Rings: The Card Game, The Grey Havens Nightmare Decks build upon the game’s versatile framework—and the thrilling adventures from The Grey Havens expansion—to offer you bold, colorful, and thematic new experiences in the world of J.R.R. Tolkien’s Middle-earth.

Are you ready to face these deadly new challenges? Pick up your copy of The Grey Havens Nightmare Decks today!

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The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 – 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

Original Post


Live Studio Session – Building the Fabled Realms

By The Terrain Tutor

Join me live in the studio as I tackle shaping up the land of the Fabled Realms and discuss how I’m going to handle doing the mountains.

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Original Post


Taking Risks

By Fantasy Flight Games

Published 22 June 2017

Android: Netrunner LCG

Taking Risks

Blood and Water Is Now Available for Android: Netrunner

“Taking risks is what makes it fun!”
–Kabonesa Wu

Life on Mars is defined by hardships. Mining accidents, radiation poison, and ancient grudges keep the life expectancy down. There’s simply not enough water to go around, and too much blood has been spilled over the planet’s red deserts. 

An outsider—someone accustomed to the on-demand comforts of life in New Angeles—might expect to find the citizens of Mars downtrodden and depressed. But unless you’re actually two klicks deep in one of Whampoa’s infamous mines, you’ll probably see more than a few smiles on the faces of the Martians around you that could rival the famous grin of Haarpsichord’s latest star.

Blood and Water, the fourth Data Pack in the Red Sand cycle for Android: Netrunner is on sale now and introduces sixty new cards (three copies each of twenty unique cards) that explore not only the everyday hardships of life on Mars, but also the exciting new thrills that can’t be found anywhere else in the galaxy!

Come for the Tech

The challenges of Mars can prove irresistible to runners with an innovative streak. And the hardware developed by these runners reflects the joy they take in overcoming obstacles. Both Los’ preferred console,


(Blood and Water, 63), and the mysterious


(Blood and Water, 66) console, reward players for running against servers protected by multiple pieces of ice. 

Criminals have always presented a significant threat to the Corp’s HQ. While cards like

HQ Interface

(Humanity’s Shadow, 85) and


(Honor and Profit, 35) offer them multiple chances at finding an agenda, other cards, including

Political Operative

(Democracy and Dogma, 43) and

Emergency Shutdown

(Cyber Exodus, 43), let them wreak havoc on the Corp’s board state after they’ve made a successful attack. It’s no surprise, then, that most Corp players defend HQ as heavily as they can when they see a Criminal ID hit the table. 

Maui tilts this strategy against the Corp by giving the Runner a recurring credit for each piece of ice protecting HQ. These credits can only be used while running against HQ—and if you’re playing blue, you were going to do that anyway, right?—but advantageously, they can be used for anything, even if the ice protecting HQ isn’t rezzed. So, if your opponent can’t afford to rez those three pieces of ice you just


(Daedalus Complex, 4), you have three credits for your first Psi-game to steal

The Future Perfect

(Honor and Profit, 7) or to pay for trashing any assets you find there.

Meanwhile, Daredevil rewards Shapers with two cards for running against any server protected by at least two pieces of ice. Although it only offers them this reward once per turn, the tempo advantage is significant for players who want to dig up some

Dirty Laundry

(Creation and Control, 52) and find their next

Sure Gamble

(Core Set, 50) simultaneously. It may be even more significant for Shapers like


(Intervention, 66) who can use recurring stealth credits for their first run each turn. 

Stay for the Challenge

Runners aren’t the only ones having fun on Mars. Without the suits from Central breathing down their necks, corporate sysops are free to get creative too. And any sysop with the skill and free reign to do so would want to create a piece of ice like


(Blood and Water, 69). 


Mother Goddess

(Upstalk, 10), Loki gains the subtypes of another piece of rezzed ice. Unlike Mother Goddess though, it only gains the subtypes of a single piece of ice, and it gains the subroutines of that ice! 

Of course, this means that some trickster playing HB could protect R&D with Mother Goddess and HQ with Loki—and no fracter, decoder, or killer would be sufficient for accessing those key servers. 

So, pick up your copy of Blood and Water (ADN46) today and start getting creative! 

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in our forums!

Netrunner is a TM of R. Talsorian Games, Inc. Android is TM & ©2017 Fantasy Flight Publishing, Inc. All rights reserved. Netrunner is licensed by Wizards of the Coast LLC. ©2017 Wizards.

Original Post


I Choose Violence!

By Paizo

The story of the classic Curse of the Crimson Throne Adventure Path gets new life in the latest Pathfinder Legends audio adventure series by our friends at Big Finish Productions!

In Pathfinder Legends—Curse of the Crimson Throne #6: Crown of Fangs, Korvosa withers in the grip of a mad monarch! Beaten down by riots, disease, and the ironclad enforcers of a cruel despot, the people shudder in their homes and pray for saviors. The time has come to rise up against the crazed Queen Ileosa Arabasti and put an end to her vicious rule.

Yet within the walls of Castle Korvosa waits an army of soldiers, bodyguards, and diabolical monstrosities—to say nothing of the seemingly invincible queen herself. Can Valeros, Merisiel, Ezren and Harsk put an end to the tyrant’s reign? Or will an ancient evil claim Korvosa once and for all?

Pathfinder Legends audio adventures adapt the world and characters of the best-selling Pathfinder Roleplaying Game. Each episode runs about 2 hours and features a cast of professional actors, sound effects, and music that immerse you into the dangerous and exciting world of Pathfinder.

Check out the rest of the Pathfinder Legends audio adventures here on!

Original Post


Building the Fabled Realms Campaign Map – Map to Board

By The Terrain Tutor

Tackling getting the landmasses from the Fabled Realms map and onto the board in this episode!

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Original Post


MV-Team: Josua

By Massive Voodoo

Name: Josua Lai

Job: CNC-Mechanic –  This means I am usually creating machine or robotic parts out of a 3d file on a milling machine.

Years of Painting: 2005 till now
Media: mostly Acrylics, inks but i am a guy who tries to paint with almost everything so : oil, pastel, enamel etc

Brushes: Winsor&Newton Series 7 (standard, not miniature), size 0, 1, 2 and 3 as main brushes but i threw away a brush only if he has no bristles left (even then you can still use it to stirring color or resin) so I have a good amount of old and crazy shaped brushes.

Airbrush: Infinity Harder & Steenbek and a Badger Renegade Chrome

Miniatures: Fantasy and Historical, all common scales, from 1:144, 1:72, 28 mm to 1/10 busts

Speed: Medium -Depends on the task though

Inspirational Miniature Painters : Marc Masclans, Kirill Kanaev, Alfonso Giraldes, Roman Lappat, Raffaele Picca

Favourite Miniature Sculptors: Lucas Pina, Allan Carrasco, Pedro Fernandez, Romain van den Bogeart, Raffaele Picca

Gallerys of my miniature works:

Putty & Paint

–> Hello Jungle

My Name is Josua and i am living in the most beautiful city in Switzerland named Bern.
I started to paint back in 2005 when I got a big Lord of the Rings miniature set as a Christmas gift.

Since then i never really stopped painting. I first painted all by my self, for almost two years without knowing there is a big community out there. All I had was my Games-Workshop painting compendium and a lot of time to practice. I started to explore the community as soon as I found out that there are more than just GW miniatures out there. It was not long and I found Massive Voodoo and was a reader since then. In the last two years I really started to understand some things painting wise and tried to focus on different things to learn. 

The Alchemist one of my biggest projects till now

Beside the miniature world i really like taking photos with my dslr. I love hiking and outdoor activities. I am a scout leader since about 10 years now. Nature itself is for me the biggest inspiration source and also the point where i can find some enjoying moments in silence.

If you ever brewed our morning coffee over a bonfire during sunrise you know exactly what I am talking about.

Neist Point Scotland – Panorama Picture out of 4 full format Pictures

Butt of Lewis – Scotland


My goal for the future is to create more things that inspire people, more things that tell a story, things that even are able to transport emotions and feelings. I have some crazy projects planned and I will let you be part of as much as possible.


Original Post


Streets of Arkham

By Fantasy Flight Games

Published 21 June 2017

Mansions of Madness

Streets of Arkham

Announcing a New Expansion for Mansions of Madness: Second Edition

“There be those who say that things and places have souls, and there be those who say they have not; I dare not say, myself, but I will tell of The Street.”
– H.P. Lovecraft, “The Street”

Evil extends its reach and spills into the Streets of Arkham, the newest expansion for Mansions of Madness Second Edition! The city’s façade of normalcy fails as strange happenings begin to infect key places around town. You’re likely to find odd circumstances at many areas, including the Miskatonic University, the hidden gang-run speakeasies, and the curious storefronts that populate the once quiet neighborhoods. As an invested citizen with a penchant for noticing when “odd” becomes “too odd,” you gather a team of likeminded investigators to examine these supernatural threats. It’ll take all of your wits, grit, and the occasional bit of luck to do what needs doing, but somebody has to.

Fantasy Flight Games is excited to announce Streets of Arkham, a new expansion for Mansions of Madness: Second Edition. Three new digital scenarios build upon the Arkham Files universe with yet unseen tiles, mythos events, investigators, and cards to expand upon your investigations.

Assemble Your Team

Ancient supernatural forces have abandoned the confines of the dark mansions and gloomy crypts, and the once peaceful streets now serve as a battleground. A new team of investigators joins the fray as the battle to quell the Ancient Ones spills out into the open. Streets of Arkham unites four new investigators with a wide range of backgrounds, including a rookie cop, a bootlegger, an entertainer, and even a reformed cultist.

Each new investigator comes with their own unique ability to align with the backstory detailed on the back of their character cards. Finn Edwards’s past as a bootlegger has prepared him to be quick as he moves about the shadows, allowing him to move an extra space before or after performing a search action. The reformed cultist, Diana Stanley, has seen more terrors than any other investigator of the Arkham universe. As such, when she would suffer two or more horror, she suffers one fewer horror instead. Officer Tommy Muldoon of Boston always has his trusty rifle, Becky, at his side, which he can use on any test. And last but certainly not least, the enchanting singer Marie Lambeau can use the skills learned from her grand-mere in the bayou to cast a spell without spending an action.

Taking the action outside the confines of the mansion forces investigators to adapt and learn on the fly. After all, the only way to forge a weapon of great power is by hammering it into shape. With Streets of Arkham, players can now strengthen their investigators with new Improvement tokens. When as investigator is instructed to improve one of their six skills, he or she claims an Improvement Token associated with that skill, placing it on his or her play area. This increases the printed value of their corresponding skill by one. A skill cannot be improved more than once, but these boons will benefit the entire investigation in ways previously impossible.

Fortify Your Being

Beyond Improvement tokens, Streets of Arkham also introduces a new item to aide investigators in their mission in the form of Elixirs, fortifying potions that can improve a player’s skill… for a price. Elixirs are chemical concoctions the investigators encounter during their investigation. In addition to encountering the potions throughout their searches, some effects in Streets of Arkham cause investigators to gain Elixirs.

When an investigator first gains an Elixir, they draw it faceup and treat it as an item. As such, they can be dropped, picked up, or traded. However, these tricky elixirs are double sided. If an investigator flips an elixir facedown, they must immediately resolve the effect described on the card, and it is no longer considered an item.

Explore Arkham

Streets of Arkham comprises of three new adventures with various levels of difficulty that draw investigators across the city. The first of these, Astral Alchemy, leads investigators to Miskatonic University where strange beasts from beyond the stars are stalking the shadowy halls. With help from the academic elite, players may just be able to push the astral abominations back from whence they came.

In Gangs of Arkham, investigators must solve an inhuman murder to prevent an all-out war between the Sheldon and O’Bannon gangs. Each gang accuses the other as the culprit, but the real killer may be something more sinister, something unnatural. The stakes are high; if investigators fail, innocent lives can be lost in the crossfire and the true murderer will be free to continue tormenting the citizens of Arkham.

Finally, Ill-Fated Exhibit takes place at the Miskatonic Museum where the opening of a new exhibit featuring several ancient artifacts is marred by a series of impossible accidents. After several deaths, the assistant curator has called in the investigators to determine which artifact is cursed and destroy it before anyone else gets hurt.

Within these perplexing scenarios, Streets of Arkham includes a new digital game to further puzzle the investigators. The tower puzzle consists of three columns with randomized blocks of various sizes stacked atop one another. Players must move the topmost piece of one column to the top of any other. The puzzle is solved when each piece of the puzzle is on the correct position in a single column and the tower is properly displayed with the largest piece on the bottom and the stack descending in block size to the top.

Save the City

The citizens of Arkham need your aide. Otherworldly terrors stalk their streets and prey upon their sanity. The inexplicable is slowly becoming undeniable and reality itself is beginning to unwind where all can witness. The danger is only escalating, and there are few who can rise to meet the danger. Except you, of course. Always you. Answer the call, journey outside the mansion, and defeat the forces of darkness.

Look for Streets of Arkham (MAD25) at your local retailer in Q4 of 2017!

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in our forums!

The copyrightable portions of Mansions of Madness and its expansions are © 2011-2013 Fantasy Flight Publishing, Inc. Mansions of Madness, its expansion titles, Arkham Horror and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc.

Original Post


The Rising Wave

By Fantasy Flight Games

Published 21 June 2017

Legend of the Five Rings LCG

The Rising Wave

Read a New Short Story Set in the World of Legend of the Five Rings

In an empire that usually prizes conformity and respect for tradition, the Dragon Clan is an enigma. Inspired by their mysterious founder, the Kami Togashi, the Dragon place more emphasis than most of their fellow samurai on the individual search for enlightenment and expertise.

In the centuries since the Kami fell to earth, Togashi’s followers have acquired a reputation for strange behavior. Isolated by the mountains of their northern home and entrusted with watching over the Empire, the Dragon rarely participate as actively in the politics of the Empire as other clans do—and when they do intervene, it is often for reasons at which others can only guess. The secret of the Dragon is that they are guided by their founder’s foresight, but even they do not always know what Togashi saw in his visions. 

Fantasy Flight Games is proud to present “The Rising Wave” by Marie Brennan, a short story set in the world of Legend of the Five Rings!

“The Rising Wave” focuses on the Dragon Clan and can be downloaded here (2.6 MB).

Join us next week as we continue spotlighting the Way of the Dragon with an in-depth look at their gameplay mechanics in Legend of the Five Rings: The Card Game. Join us this Friday, June 23rd, at 11 a.m. central  on the Fantasy Flight Games Facebook Page for another episode of L5R Live. Be sure to ask questions on Twitter with the hashtag #L5RLIVE or in our community forum for a chance to have them answered live on air! Be sure to check the Fantasy Flight Games website every other week for new Legend of the Five Rings fiction!

Embrace the mystery and purchase Legend of the Five Rings: The Card Game (L5C01) at Gen Con 2017 or from your local retailer in the fourth quarter of 2017. 

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in our forums!

Original Post


Always The Artists!

By Paizo

We start this week’s third-party product rundown with the Into the Wintery Gale Bundle from AAW Games. This massive bundle contains fourteen Wintery Gale products, anchored by Into the Wintery Gale: Wrath of the Jotunn, a 200-page mega-adventure! Take a look at all the products in the Into the Wintery Gale Saga available here.

Kobold Press has released a 5E conversion of their popular Streets of Zobeck. an official Midgard adventure anthology for levels 1 to 10—but easily portable to any city setting.

Everyman Gaming has been busy, releasing several products over the last few weeks. Racial Prestige: Kyubi Paragon introduces the Kyubi Scion, an all-new 10 level prestige class available to any kitsune character. Unchained Fighter Options introduces all new advanced armor trainings, advanced weapon trainings, and fighter training options.

Legendary Games has new products available as well, like Mythic Monsters: South Pacific, the 49th entry in their prolific Mythic Monsters line. South Pacific brings you an awesome array of marvelous and menacing creatures from the open oceans and archipelagos of the Pacific Ocean, from Indonesia and the Philippines in the west across Australia, New Zealand, and the far-flung islands of Polynesia.

Also recently released is Aetheric Heroes, which contains 10 richly detailed and masterfully designed characters ready for use in the Aethera Campaign Setting or your own Pathfinder Roleplaying Game campaign.

We’ve also got a ton of new products from the rest of out great third-party family! Check out new products from Avalon Game Company, Wayward Rogues Publishing, Rogue Genius Games, Raging Swan Press, Misfit Studios, Ennead Games, Necromancers of the Northwest, Flaming Crab Games, Goodman Games, and Lous Porter Jr. Design!

Original Post


WW2 Wings of Glory: play the entire Battle of Britain campaign in one day!

By Ares Games

The Italian gaming club Associazione Ludica Apuana (A.L.A.) will run a new WW2 Wings of Glory event in Massa (Northern Tuscany, Italy), on June 25th, 2017, to play a Battle of Britain’s campaign. In the event, a historical scenario for 16 players will be played, using advanced rules, combined with some house rules. The “Battle of Britain Campaign” will be held this Sunday at the Sporting …

Original Post