What's new in the City Store? Today is the official (delayed) release date of Tasha's Cauldron of Everything. Here's what else you can find that's recently arrived in the store.
Tasha's Cauldron of Everything
The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
Baked into this book are rules options for all the character classes in the Player's Handbook, including new subclasses. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without its new artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies.
Tasha has never been shy about sharing her keen insights, and this book is sprinkled with the archmage's musings on everything from her wizardly rivals to the nature of the multiverse. Herein, she offers a taste of the great power that awaits adventurers everywhere!
Friday Releases - 04/12/2020
There are also a couple of items which will be released this Friday: Mysterium Park, Arkham Horror CG: The Devil's Reef, & Twilight Imperium: Prophecy of Kings.
Curse of Strahd: Revamped Premium Edition
Curse of Strahd: Revamped splits the adventure into three parts--a softcover D&D adventure book with updated content, a Creatures of Horror booklet detailing monsters and NPCs appearing in the adventure, and a Tarokka Deck booklet.
Learn what fortunes await you with an oversized 54-card foil stamped Tarokka deck with storage box
Use a sturdy, four-panel DM screen designed especially for this adventure with tables outlining encounters in Barovia, the Barovian calendar, a guide to reading Tarokka cards, and more.
Navigate Barovia and Castle Ravenloft with a 21 x 30 double-sided map and give players 4 handouts from the original adventure as they unravel the mysteries of Ravenloft.
Viscounts of the West Kingdom
Viscounts of the West Kingdom is set at a time when the King’s reign began to decline, circa 980 AD. Choosing peace over prosperity, our once strong King began offering our enemies gold and land to lay down their axes. But peace is a tenuous affair. As poverty spread, many people lost faith in his ability to lead and sought independence from the crown. Since finding favour in his courts, our future has also become uncertain. As viscounts, we must be wise and decisive. Loyalty is to be upheld, but gaining favour among the people must be our priority, should there be a sudden shift in power.
The aim of Viscounts of the West Kingdom is to be the player with the most victory points (VP) at game's end. Points are gained by constructing buildings, writing manuscripts, working in the castle and acquiring deeds for new land. Players begin with a handful of townsfolk, but should quickly seek out more suitable talents to advance their endeavours. Each turn they will be travelling around the kingdom, looking to increase their influence among the various areas of society. The game ends once the Kingdom reaches poverty or prosperity - or potentially both!
Raiders of Scythia
Many centuries ago, the Greek, Persian and Assyrian empires controlled vast amounts of land and riches. Yet, despite their fortifications and imposing armies, rumours began spreading of a formidable foe in the lands above the Black Sea. They came on horseback. Fierce warriors, both male and female. Skilled with the sword, axe and bow. But they weren’t mindless savages. Their artisans were renowned for their ability to craft detailed trinkets of gold. They fashioned leather armour and improvised the recurve bow. They trained eagles for hunting and war. Some even believe they inspired the Greek tales of the Amazons. But they were more than legend or fable. They were the Raiders of Scythia.
The aim of Raiders of Scythia is to be the player with the most Victory Points (VP) at the game’s end. VP are gained by raiding Settlements, taking Plunder and completing Quests. Players will need to assemble a Crew, train Animals and gather Provisions. The game ends when there is only 2 unraided Settlements or 2 Quests remaining on the Main Board.
Arkham Noir: Case #2 – Called Forth By Thunder
Arkham Noir is a solitaire card game inspired by the interconnected stories of H. P. Lovecraft and other authors, re-imagined as noir detective stories. Each case stands alone. In Case #2 – Called Forth By Thunder, as private investigator Howard Lovecraft, you will investigate events based on the stories: "The Lurking Fear" (1923) and "The Diary of Alonzo Typer" (1938). New elements such as storm cards and formula cards are introduced, which will force players to face the new challenge in a different way.
Small World of Warcraft
In Small World of Warcraft, players vie for conquest and control of a world that is simply too small to accommodate everybody.
Small World of Warcraft is set on the fantasy world of Azeroth, where the races of the Alliance and the Horde — including Orcs, Dwarves, Trolls, and Worgen — clash in a world-consuming conflict. In the game, players choose combinations of special powers and races from the Warcraft universe, such as Portal Mage Pandarens or Herbalist Goblins, and vie for control of Azeroth. To help them achieve dominance, players will occupy legendary terrains and seek control of powerful artifacts. However, all empires must eventually fall, so players need to be ready to put an overextended race into a state of "decline" and lead a new one to rule Azeroth.
Metro X
In MetroX, players create subway networks by filling in the station spaces on their individual game sheets. Using the numbers revealed by the cards, all players fill up their subway map with ◯s in the station spaces. However, the number of times they can add stations to each line is limited, so they have to make tough choices.
Players can score many points by getting their star bonuses in stations with many intersecting routes. Players also get bonuses by being the first to complete routes. Try to fill in all your stations to minimize the penalties and achieve a high score!
Marshmallow Test
It's a tricky-sticky situation: a game that rewards patience, but only for so long...
Win tricks in Marshmallow Test by playing the highest card in the established color. The longer you wait to go out, the more points you score — but don't delay too long or else you get nothing! Find the sweet spot and victory is your ultimate prize!
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