Tag Archives: 2nd edition
Feb 6, 2019
Ares announces an agreement with Griggling Games to publish worldwide the second edition of Quartermaster General WW2, a fast-paced strategy game created by Ian Brody and first released in 2015, with nearly 10,000 copies sold in English, French, and Russian. The new edition is planned to release in the second half of 2019.
In Quartermaster General WW2, players take command of the major powers of the Second World War, and supply is crucial to keep their armies and navies fighting. They are challenged to destroy enemies’ supply lines to lead them to surrender. The game is suited for 2 to 6 players, playing one or more countries on either the Axis or Allied team. Each major power has a unique set of strikingly illustrated cards with which to muster their forces, represented by wooden army and navy pieces. The game is simple to learn and quick to setup – but difficult to master, and each game plays differently, ensuring replayability.
First Edition Quartermaster General was nominated for several awards: the 2015 International Gamers Award for General Strategy: Multi-player Game, as well as the 2014 Golden Geek 2014 for Wargame of the Year. In addition, the leading French language board game website awarded Quartermaster General WW2 the Tric Trac 2016 d’or (Gold Medal) for Wargame of the Year. Three expansions were released for the game – “Air Marshal”, “Alternate Histories”, and “Prelude”, and three games using its engine: “Victory or Dead”, “Quartermaster General 1914”, and “Cold War”.
The second edition of Quartermaster General WW2, by Ares Games, represents a careful revision of the original game, improving its ease of play, clarity, play balance, and more. Refreshed packaging artwork heralds the improvements to make this great game even better.
May 2, 2018
Fantasy Flight Games announced the next evolution of your interstellar dogfights: X-Wing™ Second Edition, a game of daring space combat for two players! With three fully assembled and beautifully pre-painted ships, and all the cards, movement tools, tokens, and dice that you need to get flying with the second edition, the X-Wing Second Edition Core Set is the perfect way to introduce yourself to the new mechanics or experience X-Wing for the first time.
Since its release, X-Wing™ Miniatures Game has invited you to enter the Star Wars galaxy and play out your own battles with some of the series’ most iconic starfighters. Leading custom-built squadrons into fast-paced, high-stakes battles, you’ve flown with the Galactic Empire, the Rebel Alliance, and the Scum and Villainy of the galaxy in countless battles. You’ve modified your ships for every scrap of speed, maneuverability, and firepower. Now, it’s time for a new chapter in your X-Wing journey.
While the X-Wing Second Edition Core Set provides everything you need to get started with your first space battles in the new edition, it isn’t all that will be on offer. You can bring your full collection of first edition ships into the new edition with Conversion Kits for the Galactic Empire, Rebel Alliance, and Scum and Villainy. What’s more, a full hangar bay of expansions will launch alongside the Core Set, giving you plenty of options for creating your squadrons and customizing your X-Wing Second Edition experience.
Why Second Edition?
Since 2012 and the release of the game, X-Wing Miniatures Game has grown and expanded to become a massive bestseller. Fourteen waves and fifty-eight distinct starships provided a massive library of ships and tactical possibilities, giving you the chance to field hundreds of unique squadrons in their space battles across the Star Wars saga.
Despite the massive success of the game’s first edition, we believe that by advancing the game to a second edition, X-Wing can offer an even better experience! There are four primary places where we believe X-Wing Second Edition will offer a renewed and improved experience:
With X-Wing Second Edition, gameplay has been refined across the board, implementing minor tweaks and changes to improve the game’s flow, clean up interactions, and refocus the game on the physical act of flying starships.
The Force is a crucial part of the Star Wars galaxy that has historically played a smaller role in the game of X-Wing. With the release of X-Wing Second Edition, we have the chance to implement the Force as an important part of the game, affecting how you fly your ships and the choices that you make in the heat of battle. For more information about the Force and how it plays out in your games of X-Wing, just keep reading!
Faction identities have been strengthened in X-Wing Second Edition, giving each faction more unique tactics and strategies. Flying a squadron of Scum and Villainy starships should feel very different from flying an Imperial squadron, and with the game’s second edition, those differences are more present than ever before. What’s more, the First Order and Resistance have been reformed into their own distinct factions, separate from the Rebel Alliance and Galactic Empire, with their own themes, strengths, and weaknesses.
An official X-Wing squad builder app / website will be implemented, bringing a new level of dynamic play to Organized Play and casual games alike. This X-Wing squad builder gives players an easy way to assemble their squadrons and manage their collection, and it also allows the Organized Play team to explore dozens of new possibilities with alternate formats for the game. The point cost of ships and upgrades and the upgrade slots available to ships can be adjusted for the course of a single event, a tournament series, or an entire season of the game. Ultimately, the X-Wing squad builder app creates dynamic and constantly evolving Organized Play unlike anything that was possible before.
Feb 13, 2018
The 2nd Edition of the 132 page Wreck Age rule book gives you everything that you need to get started playing. Welcome to The Resurgence. Welcome to the Wreck Age.
Wreck Age is a dystopian, post-Exodus adventure game, where struggling communities vie for resources on a post-collapse Earth.
Wreck Age comes complete with rules for campaign play, as well as a variety of encounters that you can jump right into.
Wreck Age also has a line of 28mm scale miniatures, terrain, RPG adventures, and short stories set in the Wreck Age universe.
Wreck Age 2nd Edition is now available at DriveThruRPG.com, published through a creative commons licence!
In the 23rd century, the Earth verged on total annihilation. Rapid climate shifts, caused by centuries of industrial pollution and nuclear waste, had brought the planet to the brink of an ecological meltdown. Countless reparative efforts had failed; each solution was too little and far too late. Left with no alternative, world leaders collaborated on a last-ditch effort to save humankind: the Exodus. It was a bold plan involving several waves of evacuations, with the end goal of colonizing new planets. The Exodus promised survival for everyone. It was an escape from a decaying planet.
It was hope. It was a lie.
The brilliant, the rich, and the powerful gathered their families, their valuables, and their resources for the first wave. They left Earth in a flotilla of arks, scientific vessels, and seed ships. Within a few days, however, it became clear that there would be no second wave. Hope mutated into rage as the ill-fated masses realized they had been left behind to rot. Governments fell apart and economies crumbled; the world collapsed into anarchy.
As society collapsed, so too did the Earth itself. The oceans rose, natural disasters ravaged the coasts, and chemical rain scorched the arable land. Countless species vanished, either slaughtered outright or dying en masse, unable to adapt to the perilous new environment. As catastrophes crashed down one after another in a crescendo of failure, humanity itself came dangerously close to extinction.
Since the Exodus, uncounted generations have eked out a harrowing, threadbare existence with what little remained. Now a new world is emerging from the ashes. Every storm eventually passes; every desolate winter eventually melts into a fragile spring. Yet the scars of suffering and chaos remain. Recovery will be slow and painful. Few grand cities remain, and even fewer great leaders. There is no centralized structure. The powerful fight over the scraps of the old world, while the weak struggle just to make it through another day.
The Wreck Age rule book contains:
- Gorgeous color artwork.
- Everything you need to get started (except dice and miniatures) – with rules for campaign play, and a variety of encounters that you can jump right into.
- Quick character generation – using Archetypes and a simple system called Resource Units to both create and advance your Characters, you can get your group scavenging The Wilds in a matter of minutes.
- History and background information – explore the Merikan Wilds to their fullest. From the Washed Coast to the Glades, from the skeletal towers of Man Hadden to the colorful and chaotic sprawl of Esperanza, the fledgling towns and crumbling cities make up the character of the world.
- Campaign rules – allowing you to develop your crew into hard-shelled heroes (or villains) of The Wilds.
- Community Creation and Structures – build your own community, quite literally. Playable Structures interact with characters on the tabletop, allowing you to expand your campaigns in directions never before seen in a tabletop miniature game.
- 8 playable factions – and if you decide to go faction-less, and set off on your own, you can do that too!
- Wreck Age also has a line of 28mm scale miniatures, terrain, RPG adventures, and short stories set in the universe.
- Quick character generation – using Archetypes and a simple system called Resource Units to both create and advance your Characters,you can get your group scavenging The Wilds in a matter of minutes.
- 4 Training levels to choose from, from mass amounts of Green Characters, to Trained, Veteran, or even Elite members of your crew. Build the type of force that you desire, led by your Player Character.
- More than 30 Archetypes to allow you to create: Caravaneers, Soldiers, Doctors, Mechanics, Wastrels, Miners, Merchants, Scavengers, many more! We even added some extras in the back of the book, since we wanted to cram so many in!
- Utilize a host of companions, from pack animals, to mindless automatons, to attack boars packed with explosive rigs!
- 50 total traits and feats to flesh out and customize your characters, giving them plenty of room to grow and advance.
Each Archetype brings something new to the Wreck Age roleplaying game:
- Scriveners, are the warrior scribes of the technology obsessed Reclaimers.
- Outriders, are the eyes and ears of a Staker community. They are post-collapse rangers with an aptitude for survival.
- Administrators, wield a variety of advanced medical technology, often to harvest the body parts of their “patients”.
- Locusts, are the un-tested warriors of the Drifter tribes, descending upon their enemy in a seemingly endless swarm.
- Wagon Bosses lead their caravans across The Wilds, searching out salvage and trade wherever they can find it.
Campaign rules – allowing you to explore the Merikan Wilds to their fullest. From the Washed Coast to the Glades, from the skeletal towers of Man Hadden to the colorful and chaotic sprawl of Esperanza, the towns and cities that make up the small pockets of humanity make up the character of the world.
9 playable factions – and if you decide to go faction-less, and set off on your own, you can do that too!
Drifters are nomadic warbands descended from criminal gangs that had been freed during the Exodus and subsequent collapse. They value strength and live by a strict hierarchical code of violence and plunder. They believe that anything and everything should be earned through force, and that the world is theirs for the taking.
Almost immediately after the Exodus, the resilient, the far-sighted, the idealistic, and the indolent banded together to form the closest approximation of long-term stability they could imagine. Those that still remain are known as Staker communities, the modest and hopeful amidst a world of cruel opportunism.
The Reclaimers are the world’s foremost authority on scavenging. The e-wastes of North America and the rest of the world hold a veritable trove of disjointed information and oddly situated technology. With single-minded zealotry, they aim to collect and to re-assemble the pieces of this grand technological mystery, to learn about the mistakes of the past, and how technology might someday lead the diligent back toward humanity’s rightful place.
During the Exodus, a ship carrying specialized medical personnel crash-landed before exiting atmosphere. The carnage was horrific, but the ill-fated flight had been loaded with skilled experts in the field of life-longevity and advanced medicine. To extend their lives, they needed a supply of organs, and soon set out in small bands in order to carve, quite literally, a place for themselves in the harsh environment of Merika. Some of these hapless few are rumored to exist to this day… and are known as Stitchers.
The ARHK are a conglomerate of corporate entities that skipped the Exodus under the ominous notion that it would be better to reign on Earth’s shell, than serve on other planets.
The Church of Fun are unapologetic hedonists who spread mayhem and callous merriment – a riot fueled by mind-bending chemicals. Tomorrow does not exist. There is only now.
Unicephalon: is a secretive society that keeps close watch on the remains of planet Earth. Once a mega-corp, Unicephalon stood by and watched as billions perished. Now, from secret locations, they send agents back into the world to shape events in accordance with their secret directives.
No Ghosts are a part of the Fringes, and are cast-outs from Drifter tribes. They find solace where they can, and often sell their services as wasteland mercenaries. rom Drifter tribes. They find solace where they can, and often sell their services as wasteland mercenaries
July 24, 2017
Hawk Wargames is excited to announce Dropzone Commander: 2nd Edition!
The current Dropzone Commander system is highly regarded and we are working on bringing you a new edition that retains its excellent core mechanics whilst improving many aspects to reflect warfare in the 27th Century.
We are in the stages of alpha testing the proposed changes and a closed beta will also take place with our Hawk Talon scheme. We expect a release in Q4 2017 with a release date announced closer to the time.
2nd Edition will bring balance to existing units and enhance a player’s collection, not invalidate it. We want every unit to be playable. New units are in development which will be previewed over the next few months.
Beasts of War have interviewed Dave and they will have a video for you on Monday with more details including proposed changes and even more new artwork, including this incredible Archangel squadron!
TABLETOP GAME REVIEW:
MANSIONS OF MADNESS 2ND EDITION
Written by Anatoli on April 12th, 2015 at Anatoli’s Game Room
Mansions of Madness 2nd edition from Fantasy Flight Games has been out for a while now, and Caroline picked this game up last Friday since we had been talking about it and the new central feature – tablet app taking the role of the game master. It was very expensive, but after some pondering if found its way to our home and we spent most of Friday evening and the whole of Saturday playing it.
I feel as if I have enough experience to write down a review, which will start with my experience of MoM: 1st edition. I didn’t like it. It was a game that was extremely cumbersome and riddled with moments that bogged down the gameplay and adding the insane amount of setup time it just killed any wish to play despite having some good things. One of imo few good things was the feeling that you played a kind of roleplaying game light with a board and miniatures to help you keep track of the action instead of a pure Pen & Paper adventure. Sadly it often devolved into a action/combat oriented game with monsters spawning left and right.
Another drawback was also the need for one player to take on the role of the game master, some people find this role to be fun and I don’t blamed them (I had a pretty good time playing the GM in Descent 2nd edition) but in MoM: 1st ed you had to prepare a lot of stuff and keep things and story details in mind, mistakes could ruin the whole experience. It also made it impossible to solo-play the game, which is bad since all previous Lovecraft inspired boardgames by Fantasy Flight Games allowed you to do so (Arkham Horror, Eldritch Horror and Elder Sign). Finally, if you ask me, the models for the monster and the big bases were the definition of ugly and an unnecessary element, the few times we played it at my house we ran the monster tokens without minis/black plastic bases.
Moving on to MoM: 2nd ed it looks like FFG cleaned up a LOT of problems and redesigned the game quite heavily while still keeping the framework and most of the models/board pieces intact.
First of all, the game requires an app to act as the game master – you can’t play without it. The app runs on both PC, iOS and Android – so players should have a lot of device options to run the heart of the game.
WHAT THE APP DOES:
The app keeps track of monster movement, keeps track of mythos phase events, evidence you find in your investigations, all search locations, characters that can be interacted with, it keeps track of events and tells you what stats you will use whenever you are required to test something performing actions. It also keeps track of all puzzles and the story in each scenario – generating different details each time you run a scenario. Gone are ALL the cards and tokens required for monster damage, puzzle tokens, act cards that keep track of story etc. And last but not least is the “Fog of War” that the app provides, when you move you explore the story location piece by piece instead of having the entire mansion set up from start. Instead whenever you move to a explore location you unlock new rooms, same thing goes if you move around corners – you don’t know what lies beyond before you reach that space that unlocks the next piece of the board.
The app DOES NOT:
Show monster movement and current location of monsters on the map, show where investigators are located, actively limit you to the number of actions and tests you take – you still have to keep track of all that by yourself with the help of the physical components and rules for the game.
You could say that the app keeps track of all that which would be unnecessary for players to know beforehand, or to keep track of – leaving the game rules and various game related choices, character movement and tactics to the players.
Among the other changes, and in my opinion something that improves the gameplay is the combat mechanic, the dice and damage taken by investigators. Explaining these in order:
Combat in MoM:1st edition was something that frustrated the hell out of me. Players had to pick an item to attack monsters with, and then the result was randomly determined by a card. More often than not my attempt to kill a monster with a firearm resulted in “You shoot a warning shot in the air” or something like that which just made facepalm myself over the forced upon stupidity. MoM: 2nd edition gets rid of the cards, instead when you attack you pick the weapon category (such as bladed, heavy weapon, firearm, spell etc) and pick your target. The app tells you what test you need to perform to hit the monster -and what your suffers or failure means. If you succeed you deal damage. There are no more awkward situations.
Dice. MoM:2nd edition uses D8 dice, and I can trace the design behind the dice and how they work directly to FFG’s Star Wars X-Wing. Each die has 3 successes, 2 Clue tokens and 3 empty spaces. The game requires you to roll successes, and matching the number of successes either succeeds of fails a test – sometimes the number of successes can give you different results in interactions with characters and objects in the game. Sides of the dice covered in Clue token symbols allow players to spend acquired clue tokens to change those die results to successes at a 1 – 1 ratio. Players who have played X-wing will recognize this from Focus/Evade tokens interacting with the dice.
Compared to all previous games by FFG with a Lovecraft theme that used D6 this is a welcome departure. Finally you no longer succeed on rolls of 5-6 on a D6 die, instead you have a success chance of 3/8 not spending clue tokens and 5/8 if you spend a clue token. Suddenly one of the most frustrating things about Arkham Horror and Eldritch Horror has been fixed.
Physical/Mental damage. This too has been remedied in a way heavily influenced by X-Wing. Instead of damage tokens you now draw Health and Sanity loss cards. Each point of damage has you draw one card, keeping it face down. The number of cards in each category tells you how wounded you are. Sometimes events, heavy damage dealt by enemies or other actions cause you to flip existing damage cards face up- resolving the effect. This is actually great because damage cards can be like a ticking bomb, the more you have the greater the probability that you will suffer if you have to flip cards face up. Effects are crippling but it is not until you reach the limit of your health or sanity that the game amps up the difficulty for your character.
Running out of health you are permanently wounded drawing random card stating what permanent damage you’ve received – running out of health a second time you die. Even more dangerous is going insane, which happens the first time you lose all your sanity. Insanity cards are special since players pick one randomly and read the back of the card – not telling their fellow gamers. The insanity can range from nothing in particular happens, to actively working against the rest of the group in secret in order to win your own personal victory!
When a character is eliminated due to death or losing mental control completely the game ends no matter how many investigators are left on the board.
Now let’s talk about scenarios, you get 4 core game scenarios, it is hard to tell exactly how much variation you get compared to 1st Edition (where you had 3 variants on each). What we have noticed however is that the app changes things up when you replay a scenario, so there may be more variables at work than in 1st edition, though exactly how much remains to be seen. We have played one short and two very long scenarios and the “Rising tide” scenario in particular (where focus is on investigation and interrogation of suspects) feels like you could get a lot of variation in suspect/game end location due to the size of the story in that scenario.
The information I’ve found online is that layout of the board and other things will change if you replay scenarios again. Two of the scenarios in the game are heavily Shadow over Innsmouth influenced which I just loved. Both are long scenarios, with one of them taking you straight into Shadow over Innsmouth and an attempt to escape town, the other has you prevent an occult ritual and saving the town. We’ve played 3 out of the 4 core scenarios and I must say that I like them better than the core scenarios I played in 1st edition.
One VERY important thing to know about the expansions and something else that the app allows you to do. The app keeps track of your game collection, core games and expansions for both 1st and 2nd edition of Mansions of Madness. The great thing is that you can add 1st edition content (monsters/board pieces/investigators) seamlessly into 2nd edition with a click, and you get conversion pieces for monster tokens inside the box of 2nd edition Mansions of Madness for free!
What is little known if you do not do some research beforehand, is that the two expansions for 2nd edition available at the moment “Suppressed Memories” and “Recurring Nightmares” are in fact the playable content and pieces from the core game and the two 1st edition expansions. As such, if you have 1st edition content, you should NOT buy the 2nd edition expansions as you already have all you need! Then in the app you just tick the boxes on all the 1st edition stuff you have and it is added to the game. The 1st edition core game contents give you 8 investigators, more monsters and a lot more board pieces – as well as one extra scenario “Dearly Departed” to play. Forbidden Alchemy give you more monsters, some board tiles and variants to the scenarios, while Call of the Wild give you characters, board tiles, monsters and “Cult of the Sentinel Hill” scenario.
To sum this mess up here is a conversion/content table:
Core 1st ed MoM = 1 scenario, 15 map tiles, 8 new monsters, 8 new investigators, Dearly Departed scenario
1st ed Forbidden Alchemy = Variants to existing scenarios 6 map tiles, 2 monsters, 4 investigators
1st ed Call of the Wild = Cult of the Sentinel Hill scenario, 11 map tiles, 4 investigators, 7 monsters
2nd ed Recurring Nightmares = Same contents as Core 1st ed MoM.
2nd ed Call of the Wild = Cult of Sentinel Hill scenario, 17 map tiles, 8 investigators, 9 monsters
Overall I’m very enthusiastic about Mansions of Madness 2nd edition. I think the app and new design choices solved a lot of 1st ed problems. I also wonder if we will see a future of app based content with micro transactions to get more variants/new scenarios that don’t require new pieces. The ability to play the game solitaire is priceless, but it is also fantastic to be able to play a story driven game with all the players taking the roles of investigators not having to force anyone to play the game master. The only downside of the app/design this game has taken that I can see at the moment is that it makes it impossible to implement player made scenarios – at least at this point. For 1st edition there were numerous fan made scenarios (of varied quality nonetheless) that you could download and print out and start to play as you saw fit. That option is removed with the app.
I highly recommend Mansions of Madness 2nd edition a solid 9/10, based upon my experience of 1st edition and my expectations on the game as well as the implementation of a game master with the app.
June 6th, 2017
Calling all space aces! Grab your particle guns, strap on your rocket packs, and prepare for pulp sci-fi cinematic excitement, Counterblast 2nd Edition is on its way!
Bombshell Miniatures is very proud to announce the latest version of Counterblast with new streamlined gameplay, a faster interactive activation phase, vehicle rules, unique player missions, episodic campaign guidelines, and a new Hero Builder for crafting your very own customizable heroes and crews, as well as an open crew format without being faction dependent allowing you to use any models from your collection to build your crews and level them up while exploring the Outer Reaches.
Counterblast is available as a full sized, full color hardback book with 160+ pages of rules, new art, and expanded information and lore of the Counterblast universe. Each hardback book purchase includes a free PDF copy. In addition, during the pre-order campaign, each Counterblast book purchase will include an all new Sally Starfield model absolutely free. All items available for pre-order are estimated to begin shipping in August 2017.
October 13th, 2016
‘Armies of Germany 2nd Edition’ is a supplement for the award winning tabletop war game Bolt Action from Warlord Games.
The book deals with the German Army of World War II. Within you will find background and details of the German Army’s organisation and equipment from the beginning of the war (the invasion of Poland in 1939) to the very end (the fall of Berlin in 1945).
Central to this book is its Army List. This includes all the information you will need to play games using the German Army. This large list details all the main troop types, vehicles and equipment fielded by the Germany Army during World War II. Alongside this main list are a number of Theater Selectors, which give the force details for different periods and theaters of the war. These are not definitive, but are designed to give a theater-specific flavor and character to a force. Over six years of fighting the German Army changed a lot, and many units and vehicles that were common in 1939 were obsolete by 1945 – and there were countless oddities and exceptions on every front. These sub-lists allow players to select forces suitable for the theater in which they are playing.